My nephew is 16 or 17 and wants to become an animation/game programmer. He's been working using a product called blender. It seems to be pretty polished for an open source project. I was impressed with the movie galleries on the site and especially with the "Big Buck the Bunny" and "Elephants Dream" - pretty awesome cgi stuff. Most of you who read my blog know that I am not qualified to do (or judge) anything artistic. My wife won't even let me choose which soap to put in the shower. So I thought I would be a good uncle and ask my readers if they have a take on Blender. Is it "up to snuff" for an IDE? Is there something more powerful or better he should be using (and why)?
He gave me an animation which I have converted to FLV. You can check it out at this link. Take a look and see what you think. I think he has talent. It needs audio, but it's pretty smooth and he's thought of a number of things - backlighting, reflections and shadows etc. What I don't know is if it's "out of the box" thinking or the result of working his way through tutorials. I would appreciate any comments you can muster, but please be helpful and not too critical (remember when you were just starting out :). If you have a comment you want to send without posting it "live" feel free to use the ask-a-muse box in the upper right or email me directly at mkruger at cfwebtools.com.
Also the main level apps (3DS Max and Maya) are thousands of dollars so one has to use what you can get.
I do know there are a few books available and I imagine with most open-source projects there is a great community behind it.
I'd say anything he learns (concepts) can be applied to the more professional tools so he's not going to do any harm by learning Blender first.
Most everyone will need a "demo reel" -- basically a FLV or Quicketime movie or something similar showing his previous works (so that if he does anything animation based, they can actually see the animations in action, etc).
Current software packages include 3D Studio Max, Maya, Photoshop, and an ever growing pile of in-house tools (mostly for things like Level Design, video compression, and some other odds and ends).
My brother had success getting in with a game company as a QA engineer, and working his way up from there. It's a good "entry level" job, getting you a lot of contacts at the company. In my brother's case, he just kept bugging the Art Department and learning as much as he could until they caved and got him an Art job. :)
hth