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Interview with Gregory Fromenteau


By Antonio Neto

Web: http://netocg.blogspot.com (will open in new window)
Email: moc.liamg@xf.gcoten

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Date Added: 29th November 2011

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What does it feel like when you see your environment work in big brand games that people love?

Well I'm proud of the game and that people love it, but Ikeep in mind all the things we didn't have the time to do, and how to do better on the next one. You know artists - never happy with what they have!

Have you had much interaction with fans of the games that you've contributed to? And what are their reactions like when they find out what you do?

Some of my friends are fans of the game; it's always good to have a fresh eye on our work, especially if they are not in the industry. Their comments are really different, it's very interesting to listen to their points of views and their ideas for the next game.. .and sometimes we put those suggestions in the next one when we can do it!

What kinds of art and artists inspire you?

There's a lot! In concept art I think it's still Craig Mullins; for me he's the father of concept art in the industry. His pictures are extremely strong and efficient. After that I've found a lot of inspiration in the old paintings of The Caravage, Piranes etc. John Howe is also one of my favorite classic illustrators.

Where do your ideas and references come from?

They come from books, comics, movies, photos, documentaries - anything that contains pictures. I'm very curious by nature and interested in a lot of subjects. I guess it helps me to have diverse sources of inspiration.

For someone who is just starting their studies, what kind of mix of technical and artistic foundations do you think it's important to have?

I think that in the video game industry both technical and artistic skills are very important and required, because they are very much related to each other. You have to understand how something works technically to get the better result and have the best support from your technical direction.

What advice would you give someone who wants to work in 2D/3D environments?


Observe, observe, observe and observe! Movies, photos, comics, travels - anything, really. Be curious. Even if you're not interested by a subject, check it out and you could be surprised. Don't confine your imagination. And if you are more 2D-oriented, draw whenever you have the
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opportunity. It's like learning a music instrument; the more you practice, the better you will become.

In your opinion, what makes a winning demo reel?


For me it's the selection of the work. I prefer to have a portfolio with five kick-ass pictures over fifty average ones. Take the time to select your works, ask your friends and professors for advice, and keep the best in your portfolio. The quality is better than the quantity.

To round things off, what advice and tips would you offer people who are just starting out?

Focus on what you want to do and what you do the best. There are a lot of people on the market and you have to be one of the best to stand out. Don't try to do everything; it's good to know how things works, but if you have a specialty, try to be the best at it and stick to it! And when it's hard, don't forget why you are doing this work. It's because you love it!

About the interviewer:

Antonio Neto is a student from Gnomon School of Visual Effects, who is studying to be a 3D environment artist. He is focused on looking for a way he can replicate the real world inside a computer and create beautiful environments that have the capacity to convince people they're real. When he was young, his dream was to work for Squaresoft on one of the Final Fantasy projects, but now he's aiming for game cinematics - somewhere between feature films and games.






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(ID: 68228, pid: 0) Emmax on Sun, 04 December 2011 6:26pm
awesome dude.
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