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Mr. Kayanan lives in San Francisco and works as a 3d artist for Locomotion.
1. In the digital entertainment field, how open is it-- are there several jobs?
The term digital entertainment is a pretty open term in itself. That can consist of a lot of things such as video game creation, Film, video and the internet. There are several jobs in each discipline. I'll be talking more from the video game content creation/artist perspective since that's what I do.
A game studio can come in different sizes from small 40+ people to a large studio that has 300+ people working on one title. It usually depends on what platform the title will be released for or if it's a AAA title like an Electronic Arts sports game. A handheld game will have a smaller team than a next gen console due to the fact that next gen consoles require more assets and is much more powerful than a handheld.
Within each team working on a title you can have producers, assistant producers, designers, programmers, artist and game testers. Within the field of artist you can have people that specialize in one thing such as character modelers, texture artist, level artist and shell designers. Depending on the size of the studio an artist may have to fill more than one role.
2. Should I pursue a degree? What type?
This is a really personal question you have to ask yourself. I think college can be a great experience overall but not necessarily a required one for being an artist. If you go to a large or well respected school you can make some good connections for future networking.
Ultimately it comes down to having a good reel or portfolio that shows you have talent, a good work ethic and brains.
3. What tools should I learn?
As an artist the first tool you should learn is pencil and paper. Draw a lot and cultivate your imagination as well as technical skills. Don't get tunnel vision on the tools if you suck or are great as an artist it doesn't matter what you use.
As far as digital tools most game companies use Maya or 3D Studio Max for 3D modeling and Photoshop for texturing/painting. Some companies are incorporating Zbrush for normal mapping into their pipeline. If you're just starting out and learning any current package will do. It's really good to know your tools just don't get married to them. Software changes rapidly and you have to keep up to date.
4. Dough. How much would I earn as an entry level employee?
This depends on your location and the economy. An entry level artist starting today in LA or SF for an established game company can usually start for around 40K a year. An experienced lead artist can make up to six figures depending on the company.
5. You live in 'Frisco-- are there regions that I should take up residence?
It's preferable to be in a location like SF and LA because there are a lot of game and vfx companies and a company won't have to worry about flying you in for an interview or how you're going to get to work and other practical reasons. Most companies will look for local talent first for entry level stuff.
If you're really exceptional your mileage may vary.
6. How do I advertise/network myself so that I'm 'discovered' by the
industry?
After you have created a good demo reel or cd you really just have to put it out there. Use the internet to find job postings on sites like gamasutra and cgchannel and mail them your stuff. If you don't see a posting but like a specific company go ahead and send in your stuff anyway. Try posting on various cgi related sites to ask and answer questions as well as showing your work.
The thing to remember is that your reel/work will always need to improve so just keep working at it. Try not to be desperate and have some patience. And don't forget to include your contact info.
7. What schools do you recommend to polish my abilities?
There are lot of good art schools out there. I really don't have a recommendation for any particular one. I suggest you find a school that focuses on a traditional art background as well as digital.
8. What was your favorite project?
My favorite project is usually the one I'm working on :) Right now we are doing Pixars Cars for psp.
9. The Hive, Pixar, ILM, Rythm & Hues; are there companies that I should
stay away from?
Not when you're just starting. I'd be wary of start-ups but if a company has been around a couple of years it should be ok. I would just get my foot in the door. You'll find that you'll get more job offers once you start working :)
10. What conventions do you suggest I attend?
If you're looking for a job? None. If you want to see cool stuff then Siggraph or E3-- if you can get in.
11. Which areas of the industry are the fastest growing? (i.e., Video
Gaming, TV/Movie production, Commercial Illustration, etc.)
I can't really speak for the rest but gaming is huge and constantly growing. With the introduction of next gen consoles even more work is required to produce a title.
12. What was the most recent 'shitty' movie you seen?
Rent. I saw the play in the 90's in NY and hated it then too. You just want to yell "Just get a job you slackers!"
13. What is your favorite movie?
I don't really have a favorite but I watch almost everything :)