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Top 5 Reasons to Intern at Electronic Arts

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Got Games? PAGE 11. Reason #4: EA Culture. Any company can provide great amenities. ... file or include a shareware / freeware copy of any programs required to ... – PowerPoint PPT presentation

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Title: Top 5 Reasons to Intern at Electronic Arts


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Top 5 Reasons to Intern at Electronic Arts
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Reason 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.

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Reason 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

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Reason 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!

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Reason 4 EA Culture
State-of-the-art fitness center
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Reason 4 EA Culture
Two modern, full-service cafeterias
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Reason 4 EA Culture
Lunchtime soccer, sand volleyball, etc.
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Reason 4 EA Culture
Got Games?
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Reason 4 EA Culture
  • Any company can provide great amenities. What
    truly sets EA apart is the environment in
    general
  • EVERYONE TRULY ENJOYS THEIR JOB!!!

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Reason 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

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Where 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

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Resume/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.

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Resume/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

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Resume/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.

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Resume/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.

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Resume/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.).

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Next Gen Game Makers
  • Pattern of achievement
  • Love of media and gaming
  • Experience or education
  • Computer science
  • Visual engineering and art
  • Design

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Join Us. We See Farther!
Phillip Gee pgee_at_ea.com
Lisa Dennis ldennis_at_ea.com
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