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Industry Interview - Chad Chatterton: Ubisoft Massive

Industry Interview - Chad Chatterton: Ubisoft Massive

Industry Interview - Chad Chatterton: Ubisoft Massive

30-Aug-2013

AIE's award winning 3D art teacher Brendan Bottomley caught up with Chad Chatterton - Lead Environment Artist on Ubisoft Massive's upcoming game 'The Division' to discuss breaking into the industry, environment design and the things he will be looking for in environment entries into the Construct3D competition.


Brendan: Students always seem to find environments difficult to start, can you give any tips on tackling environment design and construction.

Chad: Start with the big shapes and work towards the details, just as you would when creating a painting and so many other things. Avoid going into too much detail too soon. Consider the overall narrative condition of your environment. Is it wounded? Neglected? Hopeful? How can you imply this in subtle ways, ways that perhaps the viewer doesn't even realize?



Brendan: The industry is tough to break into. What advice would you give to students about getting into the industry (Ubisoft)?

Chad: For artists - Portfolio. Portfolio. Portfolio. Creating tutorials strengthens what you know and is another way of showing what you are capable of. When you finally have that phone interview, they will be looking at your work and listening to you speak. At that point, if your portfolio shows promise, all you need to do is be calm and sound like a decent person.



Brendan: Ok the question that needs to be asked and no doubt has been asked of you many times. What has been the biggest highlight of your career?

Chad: Watching The Division announced at E3 and witnessing the response. We worked incredibly hard, had no idea it would be so successful, and then felt on top of the world.




Brendan: Now the deep and meaningful question, what is your take on the current uprising of the 'indie' community?

Chad: I've had the pleasure of meeting and working alongside people like Douglas Wilson (Copenhagen Game Collective, Johann Sebastian Joust, @doougle) and Pippin Barr (The Artist Is Present, Art Game, @pippinbarr) 
and they are very smart, thoughtful people whose interest in games transcends the desire of simply wanting to 'be a part of the Games Industry'. I cut my teeth in the fine art community in Melbourne, having graduated from Victorian College of the Arts, and the indie games community reminds me very much of that experience. They are the fine art community of the game world.  

Also, there is a lot to be said about how the iPhone and iPad, and software like Unity3D have changed a landscape that was becoming increasingly inaccessible and fraught, but let's just say that it's a very good time to create a game with a few of your friends, and that's how it should be.


Brendan: Last question, as you are judging the Environment category of the Construct3D competition. Do you have any tips, suggestions and things you want/don't want to see?

Chad (UBISoft) It is important to step back from your work and look at it from a distance with fresh eyes. I would like to see environments that aren't simply a collection of technically proficient details, but represent more than the sum of their parts. So I would like to see a consideration of the environment as a whole, and what stories and feelings it could tap into.



Chad has shown you his tips for creating a winning entry for the environment category. To find out more about how you can win a share of over $5,000 in prizes head over to http://www.aie.edu.au/construct3d