Title: Top 5 Reasons to Intern at Electronic Arts
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3Top 5 Reasons to Intern at Electronic Arts
4Reason 1 Quality of Work
- Interns are hired to perform significant work,
not to pour coffee, answer the phone, and surf
the net! - Each department considers its interns a valuable
asset, and expects them to deliver! - Examples
- Marketing Web development, production and
execution of marketing plans for current and
future products. - Creative services Packaging for The Sims,
technical writing for various game manuals. - Engineering A.I. programming for Bond 3.
- Animation Background crowds for Tiger Woods
2004. - Lighting/Rendering Lighting for Lord of the
Rings ROTK. - IT Programming for Oracle ERP database.
5Reason 2 EA Academy Organization
- EAs internship program is carefully organized
and executed to maximize the work experience! - List of objectives/expectations prepared upon
arrival detailed feedback on your work
throughout the work period. - Weekly lunch seminars with key EA leaders from
various areas within the organization. - -Bing Gordon One of EAs original
founders - -Tom Frisina VP - Worldwide Distribution
- -Nancy Smith EVP North America Marketing
- -Rusty Rueff SVP - Human Resources
- -Will Wright Creator of The Sims, et al
6Reason 3 Other Interns Employees
- Large internship program features interaction
with students from other schools across the
country - -U. of Oregon Sports Marketing
- -Carnegie Mellon Engineering
- -Ringling School of Animation
- Work with the best of the best. Gain insight
from the knowledge of your peers!
7Reason 4 EA Culture
State-of-the-art fitness center
8Reason 4 EA Culture
Two modern, full-service cafeterias
9Reason 4 EA Culture
Lunchtime soccer, sand volleyball, etc.
10Reason 4 EA Culture
Got Games?
11Reason 4 EA Culture
- Any company can provide great amenities. What
truly sets EA apart is the environment in
general - EVERYONE TRULY ENJOYS THEIR JOB!!!
12Reason 5 Location, Location, Location
- EAHQ Redwood City, California
- 20-30 minutes south of San Francisco
- Home of soon-to-be world series champions!
- Weekend activities galore
13Where do I sign up??????
- The best way to apply for an internship is to use
EA's online recruiting system, EA Recruiter. - Register with EA Recruiter and establish a search
agent that will automatically notify you when EA
Academy positions become available. - Potential interns must be currently enrolled in
school. We also will make exceptions for new
college grads that have not been out of school
longer than 6 months
14Resume/Portfolio Submissions What we want to see
- Reel Format Where at all possible, please use a
VHS tape that is clearly labeled with your name
and the position for which you are applying. - If using CDs or web sites to convey your skill,
the contents should be easily accessible - Adobe
PhotoShop or JPEG files for textures and other
images, Microsoft Word documents for resumes,
etc. - If movies or videos are included, please be sure
to encode it in a self-executable file or include
a shareware / freeware copy of any programs
required to open your files. - Portfolios will not be returned. Please be sure
not to include original artwork. As with the demo
reel, it should include a good cross-section of
your skills and abilities.
15Resume/Portfolio Submissions What we want to see
- The following are suggestions for work you may
want to include in your reel - It's important to have an understanding of at
least one 3D package (Maya or 3D Studio Max) - If possible, include a 2D portfolio with still
renders (wire frame / shaded / then textured). - Indicate poly counts.
- Include time estimates of how long it took to
make something. - Display level of detail (LOD) experience.
- Include work that displays or includes
- Excellent understanding of form, proportion and
composition - Drawing skills
- Concept sketches (preferably with a follow-up of
the execution of the concept) - Model sheets
- Life drawing, including still life
- Color marker comps, etc
16Resume/Portfolio Submissions What we want to see
- Animator
- Include animations that demonstrate weight, good
timing and fluid, overlapping motion. - Try to convey emotion with your character's
movements. - Include a human walk cycle (avoid using only
robots in your animations). - If possible, include samples of traditional
animation, which will display your knowledge of
animation fundamentals. - Object/World Builder
- Reels should show diversity and flexibility.
Include a variety of model types such as animals,
machines, cars, environments, etc. Avoid using
spaceships and robots. - Try to include both realistic and fanciful worlds
and objects. - Show a textured and an untextured version of the
same model in a well-lit environment. - If possible show a pencil sketch and a 3D model
built from the sketch. - Turnarounds 360 views of models. Original models
are best - it's far easier to copy an existing
model than to create your own.
17Resume/Portfolio Submissions What we want to see
- Character Modeler
- Experience with skeleton creation. (Shown in
wireframe on model, will demonstrate joint
placement.) Also include facial models and rigs. - Experience with models that match production
sketches. - Models should be properly weighted and
proportioned. - Include samples of figure drawing, maquettes or
sculptures. - Show an understanding of more than just low poly
modeling - hi res, spline, etc. - Turnarounds 360 views of models.
- Please include wireframe models on a turntable
being sure to include the software used and
polygon count in the attached reel breakdown. - Texture Artists
- Include samples of drawings and/or paintings,
which display an understanding of value and
colour. - Display a familiarity with Adobe PhotoShop,
Painter and/or other 2 and 3D painting tools. - Show samples of work from photographic reference.
- Try to include samples of seamless, tiled
textures.
18Resume/Portfolio Submissions What we want to see
- Concept artists
- 2D portfolio is the most important.
- Effective storyboards that convey the action and
cameras of a scene. - Ideally would show concept art before and after
use eg drawing - model sheets - models. - A wide variety of subject matters and styles is
very important. - The ability to mimic styles is important.
- Display that you know how to do model sheets.
- Show lighting experience and the ability to
communicate that visually. - Display an understanding of how art translates to
NTSC. - It may be beneficial to show some experience with
textures (smaller sizes, etc.).
19Next Gen Game Makers
- Pattern of achievement
- Love of media and gaming
- Experience or education
- Computer science
- Visual engineering and art
- Design
20Join Us. We See Farther!
Phillip Gee pgee_at_ea.com
Lisa Dennis ldennis_at_ea.com