 | |
Computer Game Artists
[CGA Home]
The CGA exists to form a community of computer game
artists that interact with (share, learn, teach, influence) each other
and their industry.

Benefits of CGA membership
 |
New artist friends. Call it hanging out, call it networking, call
it having a party, but we computer game artists need each other. In an
industry as volatile as computer entertainment, it's easy to be isolated
in our endless-deadline careers. |
 |
Learn and teach each other cool tricks |
 |
Swap war stories |
 |
Find a job (or some hired help) |
 |
Meet famous game artists |
 |
Show off the fruits of your labor |
Come on, where else can you whine about impossible deadlines
to sympathetic peers? Come get creative and silly with people who will
not only tolerate game artists, but appreciate them.
 |
Hot new technologies. Computer games drive cutting edge technology.
The CGA will help us stay in touch with news, sometimes straight from the
innovators themselves. |
 |
How will new graphics engines make our art better? |
 |
New ideas and mediums ("How do I model with voxels?") |
The CGA facilitates peer reviews and opinions of 3D modeling
tools, 2D image editors, handy graphics utilities, and even cool resources
for source art.
 |
Skill development: Since we don't always find time to maintain and
improve our skills, the CGA will make this a lot easier by holding useful
practice seminars, roundtables, and lectures, demos, and hands on experiments
that offer opportunities to practice (and learn new) skills that we really
need in our job. We'll cover areas like: |
 |
Traditional Art: Communicating realism, motion, emotion, via classical
and modern understandings of drawing and painting, animation, lighting,
sculpture, camera skills, etc. |
 |
Computer Art: Actual field-tested knowledge motion capture, 3D animation,
real-time 3D modeling, palette optimization, and more... |
 |
Related Skills: visual story-telling tricks from film-makers, game design/level
layout theory, communication with the rest of the game development team,
and much more. |
 |
Fix our tools: Together, we'll review problems, praise, and generally
talk to tool-makers (especially big ones like Kinetix, Adobe, SGI, and
Microsoft) to make art tools that do what artists need them to. Are you
sick of clicking "OK" for Save-as? Here's your chance to change it. |
 |
Influence standards in our industry. As a unified group we can stand
up and be heard. We can define terms, establish industry-standard file
formats, and generally affect the environment we work in. |
 |
High-level discussions: What are ways artists interact with game
development teams? What does it mean to be a "computer game artist"? In
an ideal world, where do we want to go from here? What would we like to
see next on this industrial horizon? What makes a good game, what makes
a good game artist? How do video games change the world? |
 |
FUN! We are professionals, but we're also people who like to hang
out and have fun together. |

What the CGA isn't:
 |
Not a union: Though we do want to influence our industry, the CGA
doesn't come between artists and their employers. It's more like a user's
group, but not devoted to any particular product. |
 |
Not a puppet group: We're independent as possible - no sponsors
holding the reins, no parent organizations. |
 |
Not uptight: We're friendly, casual, open, and totally professional,
all at the same time. |
 |
Not a waste of time: We'll prevent massive spamming on the mailing
list, make our meetings effective and moderate roundtables well. We aren't
LAPD about it, but we'll set up good environments for meandering discussions.
You can go to only the parts you need. |

How the CGA works
There are two ways we'll meet, learn, teach, and share:
Meetings. These in-the-flesh gatherings have some events for
perfecting our art skills in a fun way, and others primarily for to meet
friends, hear news, and generally hang out. We have small monthly gatherings
as well as several larger events every year. For the best info on meeting
details, you'll need to be a member and watch the mailing list. We'll also
post meeting info on the site.
Ethereal Events: The Internet-based side of the CGA is the day-to-day
way we form our community:
 |
Discussion List: The mailing list is how we talk. We share little
tricks we find, ask peers for help when we're stuck, buy or sell art tools,
mention interesting events, and generally talk to other artists in a friendly,
professional way. Unlike many free-for-all lists, it's not a waste of time. |
 |
Web site: This web site offers basic CGA info, the mail-list FAQ,
It will also offer searchable mailing list digests, leads for finding artist-stuff
(source art, 3D models, tools, etc) on the Internet, and a gallery - a
place where we can tell all the other artists about our cool project. |
 |
And more: We may have IRC 'meetings', where we all connect at the
same time and type to each other, and other fancy things like this. |

Who the CGA is for
The CGA is designed to serve full-time professional artists who have years
of experience in the game industry. We're not exclusive, though. Wannabe's,
curious programmers, managers, tool-makers, press, and others are also
welcome to come see what happens when we artists get together!
Right now, our membership policy is open, but our content is focused
on benefiting the typical professional game artist.
All kinds of computer game artists. There are a lot of different
types of artists in the game industry: 2D and 3D, animation and modeling,
technical and cartoony, etc. The CGA cross-pollenates these complimentary
skill sets (e.g. helping techies learn more drawing and computer-phobes
learn more computers).

Money
The CGA is non-profit and handles money very simply - cash donations from
attendees cover basic expenses.

Structure
The CGA is a benevolent dictatorship. That means that one person - the
benevolent dictator - makes final decisions for the CGA. The CGA has no
board of directors, no mandatory voting on issues. Of course, the dictator
is very interested in keeping members happy, and will call for member votes
if there is an issue that really needs it.
Why this non-democratic structure? In a word, time. CGA members don't
have time to mess with legistics of legislation and they prefer to have
a single person make decisions rather than be bothered to vote on endless
issues.
|