Pigeonhole Specialization
There’s good reason for a little elation today as lighting for Freedom episode 4 is finally completed, a total of about 350 shots spread between me and my chief Matsui-san, averaging about 10 cuts per day. Its a big relief there were no Crab Robos ( folks who have been following the series should know these critters, nasty buggers not only in Eden but to us too, for they consist of so many individual moving parts our workstations slow down to a crawl whenever there is one in the scene; imagine having to light a dozen. ) this time round or we would have been dragging polygons through molasses again.
Over dinner with 2 of my colleagues at Sukiya banter turned to the topic of life after Freedom – where each of us are heading or are planning to do and Matsui-san expressed his interest in games design.
“Square Enix huh ?”, I suggested, the obvious top candidate to mention.
“Jyoudanjyane ?( which roughly translates as “Are you kidding me ?” ) Advent Children was neat, but what if I get assigned to the fluid simluation detail ? I’ll drown before the first week is up.” and we had a good laugh.
If I may be allowed to explain his derangement, Matsui-san was just voicing his innate fear of pigeonhole specialization in Square Enix, or actually any other major effects company for that matter, where you can be assigned to a specific task, say, the effect of a drop of water landing on concrete; and drone on that task for eons. The bigger the company, the higher the risk. For the dauntless however, Square runs recruitment ads in CG World every month.