<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments for rsart - Rick Stirling, games artist</title>
	<atom:link href="http://www.rsart.co.uk/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.rsart.co.uk</link>
	<description>Rick Stirling, games artist</description>
	<lastBuildDate>Thu, 26 Jan 2012 03:07:48 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3</generator>
	<item>
		<title>Comment on TUTORIAL &#8211; creating perfectly tiling meshes in Zbrush for use in videogame environments by Your Questions About Extreme Game Copy &#124; ExtremeConsoleDownloads</title>
		<link>http://www.rsart.co.uk/2008/10/12/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments/comment-page-1/#comment-41451</link>
		<dc:creator>Your Questions About Extreme Game Copy &#124; ExtremeConsoleDownloads</dc:creator>
		<pubDate>Thu, 26 Jan 2012 03:07:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/?p=377#comment-41451</guid>
		<description>[...]  [...]</description>
		<content:encoded><![CDATA[<p>[...]  [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Yes, but how many polygons? by Naughty Dog in the Market for Next-Gen Console Technowizard &#124; Piki Geek</title>
		<link>http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/comment-page-1/#comment-41419</link>
		<dc:creator>Naughty Dog in the Market for Next-Gen Console Technowizard &#124; Piki Geek</dc:creator>
		<pubDate>Tue, 24 Jan 2012 00:27:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/#comment-41419</guid>
		<description>[...] up from the 80,000 used per character in Uncharted 2. For comparison with other popular games, see this excellent blog post by Rick [...]</description>
		<content:encoded><![CDATA[<p>[...] up from the 80,000 used per character in Uncharted 2. For comparison with other popular games, see this excellent blog post by Rick [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on TUTORIAL &#8211; creating perfectly tiling meshes in Zbrush for use in videogame environments by Common Xbox 360 Games &#124; All Console Downloads</title>
		<link>http://www.rsart.co.uk/2008/10/12/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments/comment-page-1/#comment-41349</link>
		<dc:creator>Common Xbox 360 Games &#124; All Console Downloads</dc:creator>
		<pubDate>Sat, 21 Jan 2012 02:11:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/?p=377#comment-41349</guid>
		<description>[...] Price: $ 19.99 Price: [wpramaprice asin=&quot;B002DC8GMM&quot;]  [wpramareviews asin=&quot;B002DC8GMM&quot;]  by Ben Dodson The fetish for Xbox 360 games amongst youngsters, particularly boys is fairly evident...st youngsters, particularly boys is fairly evident. However, when talking about choosing Xbox 360 [...]</description>
		<content:encoded><![CDATA[<p>[...] Price: $ 19.99 Price: [wpramaprice asin=&quot;B002DC8GMM&quot;]  [wpramareviews asin=&quot;B002DC8GMM&quot;]  by Ben Dodson The fetish for Xbox 360 games amongst youngsters, particularly boys is fairly evident&#8230;st youngsters, particularly boys is fairly evident. However, when talking about choosing Xbox 360 [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Dealing with interview questions by Jon Jones</title>
		<link>http://www.rsart.co.uk/2012/01/01/dealing-with-interview-questions/comment-page-1/#comment-40958</link>
		<dc:creator>Jon Jones</dc:creator>
		<pubDate>Mon, 02 Jan 2012 16:37:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/?p=425#comment-40958</guid>
		<description>Solid advice! Both the questions you mention are the two I hate most when I&#039;ve interviewed anywhere. 

Where do I see myself in five years? If you&#039;re a startup or making an MMO, probably another company because of the high failure rate attached to both. If you&#039;re a social \ casual game developer, I&#039;ll probably have worked for 3 or 4 more companies after yours. If you&#039;re a AAA developer shipping a full-blown current gen product, hopefully getting close to shipping and polishing my resume. But then, I&#039;m snarky. ;)

As far as the greatest weakness question goes, I&#039;m usually pretty direct about it. Anytime I&#039;ve switched jobs, I&#039;ve always gotten one better and with more responsibility, so I simply highlight that gap. I re-emphasize what I have the most experience doing and say &quot;Frankly, I&#039;ve done a lot less of [this genre\being a lead\working this closely with design]. I&#039;m confident that I can do it based on my other experience, but I&#039;ll be honest about where my skills need further development.&quot; I&#039;ve always done pretty well by that.</description>
		<content:encoded><![CDATA[<p>Solid advice! Both the questions you mention are the two I hate most when I&#8217;ve interviewed anywhere. </p>
<p>Where do I see myself in five years? If you&#8217;re a startup or making an MMO, probably another company because of the high failure rate attached to both. If you&#8217;re a social \ casual game developer, I&#8217;ll probably have worked for 3 or 4 more companies after yours. If you&#8217;re a AAA developer shipping a full-blown current gen product, hopefully getting close to shipping and polishing my resume. But then, I&#8217;m snarky. ;)</p>
<p>As far as the greatest weakness question goes, I&#8217;m usually pretty direct about it. Anytime I&#8217;ve switched jobs, I&#8217;ve always gotten one better and with more responsibility, so I simply highlight that gap. I re-emphasize what I have the most experience doing and say &#8220;Frankly, I&#8217;ve done a lot less of [this genre\being a lead\working this closely with design]. I&#8217;m confident that I can do it based on my other experience, but I&#8217;ll be honest about where my skills need further development.&#8221; I&#8217;ve always done pretty well by that.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Dealing with interview questions by Stuart Harrison</title>
		<link>http://www.rsart.co.uk/2012/01/01/dealing-with-interview-questions/comment-page-1/#comment-40953</link>
		<dc:creator>Stuart Harrison</dc:creator>
		<pubDate>Mon, 02 Jan 2012 12:41:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/?p=425#comment-40953</guid>
		<description>Having sat on both sides of the table*, this analysis rings true.  Bear in mind that however much you may (or may not) want a job to be about your specific skill set, it&#039;s often as much about who you are as a person.  The recruiter will often be recruiting someone for their own team and so have to work alongside the interviewee on a day by day basis.  It makes the work that much easier if you can actually get along and have something in common.  Don&#039;t be afraid to show your personality - personally, I&#039;d much rather have someone turn me down for a role where I&#039;d grate with my manager than accept me and make my work life a living hell.

The &quot;where do you see yourself in five years&quot; question is about personal development - that sounds obvious but it&#039;s surprisingly important.  It shows you have your career path planned out in your head and will be working hard to achieve it.  It&#039;s the difference between getting someone in who&#039;s just going to stagnate and getting someone in who can be running the outfit in 5-10 years time.  That said, once you near the senior level, there is often a choice between specialising in a skill set or becoming management (and little overlap between the two) - some people definitely prefer work to management :)

*Regarding interview tables: depending on the company atmosphere you may be sat opposite your interviewer, or you may be adjacent, or across a corner.  If you&#039;re opposite, that implies a more formal interview atmosphere (they value skill over personality); if you&#039;re sat adjacent, that&#039;s a lot more friendly (they value personality over skill).  Tune your responses appropriately!</description>
		<content:encoded><![CDATA[<p>Having sat on both sides of the table*, this analysis rings true.  Bear in mind that however much you may (or may not) want a job to be about your specific skill set, it&#8217;s often as much about who you are as a person.  The recruiter will often be recruiting someone for their own team and so have to work alongside the interviewee on a day by day basis.  It makes the work that much easier if you can actually get along and have something in common.  Don&#8217;t be afraid to show your personality &#8211; personally, I&#8217;d much rather have someone turn me down for a role where I&#8217;d grate with my manager than accept me and make my work life a living hell.</p>
<p>The &#8220;where do you see yourself in five years&#8221; question is about personal development &#8211; that sounds obvious but it&#8217;s surprisingly important.  It shows you have your career path planned out in your head and will be working hard to achieve it.  It&#8217;s the difference between getting someone in who&#8217;s just going to stagnate and getting someone in who can be running the outfit in 5-10 years time.  That said, once you near the senior level, there is often a choice between specialising in a skill set or becoming management (and little overlap between the two) &#8211; some people definitely prefer work to management :)</p>
<p>*Regarding interview tables: depending on the company atmosphere you may be sat opposite your interviewer, or you may be adjacent, or across a corner.  If you&#8217;re opposite, that implies a more formal interview atmosphere (they value skill over personality); if you&#8217;re sat adjacent, that&#8217;s a lot more friendly (they value personality over skill).  Tune your responses appropriately!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on What new artists need in a C.V. and portfolio by Wase</title>
		<link>http://www.rsart.co.uk/2011/07/31/what-new-artists-need-in-a-c-v-and-portfolio/comment-page-1/#comment-39997</link>
		<dc:creator>Wase</dc:creator>
		<pubDate>Sat, 26 Nov 2011 15:31:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/?p=406#comment-39997</guid>
		<description>I read this post. Then I read every post on your blog. I just want to say...Thank you.</description>
		<content:encoded><![CDATA[<p>I read this post. Then I read every post on your blog. I just want to say&#8230;Thank you.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on What new artists need in a C.V. and portfolio by Stewart</title>
		<link>http://www.rsart.co.uk/2011/07/31/what-new-artists-need-in-a-c-v-and-portfolio/comment-page-1/#comment-39847</link>
		<dc:creator>Stewart</dc:creator>
		<pubDate>Sun, 20 Nov 2011 19:46:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/?p=406#comment-39847</guid>
		<description>A good read.  Having had my first taste on the opposite side of the job application process I&#039;ve got to agree with most this and it&#039;s great that this kind of advice is out there for people.</description>
		<content:encoded><![CDATA[<p>A good read.  Having had my first taste on the opposite side of the job application process I&#8217;ve got to agree with most this and it&#8217;s great that this kind of advice is out there for people.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Yes, but how many polygons? by 9 Game Art Sites :: Gaia Gallery</title>
		<link>http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/comment-page-1/#comment-39752</link>
		<dc:creator>9 Game Art Sites :: Gaia Gallery</dc:creator>
		<pubDate>Thu, 17 Nov 2011 05:18:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/#comment-39752</guid>
		<description>[...] ago Side-on pixel art RPG enemy sprites ultimate smash friends Game Ready 3D Models Sidescroller Game Art Overview - Learn why RMCAD is one of the top Game Art .Interested in game art? Enroll at RM... in the [...]</description>
		<content:encoded><![CDATA[<p>[...] ago Side-on pixel art RPG enemy sprites ultimate smash friends Game Ready 3D Models Sidescroller Game Art Overview &#8211; Learn why RMCAD is one of the top Game Art .Interested in game art? Enroll at RM&#8230; in the [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on What new artists need in a C.V. and portfolio by Cezar</title>
		<link>http://www.rsart.co.uk/2011/07/31/what-new-artists-need-in-a-c-v-and-portfolio/comment-page-1/#comment-37816</link>
		<dc:creator>Cezar</dc:creator>
		<pubDate>Thu, 04 Aug 2011 21:13:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/?p=406#comment-37816</guid>
		<description>Good read!
I recently listened to reanimators podcast who talked about breaking into the business and one tip he gave to animators were that have screen grabs on your shotlist. That way it&#039;s easier for the interviewer and interviewy to refer to certain shots in the showreel.</description>
		<content:encoded><![CDATA[<p>Good read!<br />
I recently listened to reanimators podcast who talked about breaking into the business and one tip he gave to animators were that have screen grabs on your shotlist. That way it&#8217;s easier for the interviewer and interviewy to refer to certain shots in the showreel.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Toggle debug print in Maxscript by Rick</title>
		<link>http://www.rsart.co.uk/2011/07/23/toggle-debug-print-in-maxscript/comment-page-1/#comment-37815</link>
		<dc:creator>Rick</dc:creator>
		<pubDate>Thu, 04 Aug 2011 21:10:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/?p=407#comment-37815</guid>
		<description>Cheers Robert! I did a quick edit on your comment to make the code easier to read by wrapping it &lt;pre&gt;
</description>
		<content:encoded><![CDATA[<p>Cheers Robert! I did a quick edit on your comment to make the code easier to read by wrapping it &lt;pre&gt;</p>
]]></content:encoded>
	</item>
</channel>
</rss>

