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Best of Both Worlds: Thomas Varoux
 
 
Posted: Mar 12, 2010
Published by: the area
Homepage: Visit the page
Software: Autodesk Maya
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The Area:
Salut Thomas, or should we say, Konichiwa? It is pretty interesting to hear of a French artist living in Japan. Can you tell us what you do there?
Thomas:
Hi AREA, I can accept a French interview too!
I work as a freelance 3D artist for overseas clients!
The Area:
How long have you been working in the games industry – have you freelanced all this time?
Thomas:
No, freelance is a new business to me.
I first worked for two game companies (in France and in England) after leaving from a Parisian Game school. Then I left everything for Japan, arriving without a job. From there, I started out as a freelancer with no contacts or connections, from the lowest level in this business.
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The Area:
What made you decide to move out of France to further pursue the gaming industry?
Thomas:
I thought that the two and a half years in the company I worked for in Paris was not too bad. But gradually a lot of friends started to leave the company and the time at work was not exciting anymore after their departure…

I wanted to find something different, more fresh -- something more exciting for my life and work. To meet new people and kindred spirits (not the ghost kind), have new things to learn, and then some more.
The Area:
What were you doing before doing 3D and how did you get to doing 3D?
Thomas:
I was enrolled in the bachelor of Electronics program and pursued my studies on it. But I was always a big fan of the videogames. I may have played too much in the past.

One day, I met someone drawing comics and she spoke to me about her hobby and mentioned a certain Game school in France. Within months, I did some research and even had a friend who was enrolled in that very Game school, so I was able to find more information about it. This school was located in Paris.
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When I turned 18, I simply left my Electronics studies in the middle of a course, without initially saying a word of it to my parents. I started to learn to draw and paint fulltime in a workshop in Angouleme and about a year later, started in a Game school called LISAA – when I purchased my first computer on my 19th birthday. It was a pretty difficult time, because I was learning computers, art and 3D. These subjects weren't like anything I had learnt in Electronics school and then there was the issue of money, which was a problem because life is very expensive when living in Paris. I had a student job and all, but after concentrating on 3D nonstop for three years, I got my first job in a Game company in 2005. And here we are.

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The Area:
What was the videogame that changed your life?
Thomas:
I really liked the Final Fantasy game series, Tenchu and Metal Gear series. I also played Ridge Racer and Gran Turismo -- these were huge at the time. I frequently played a lot of different games on PS1 and PS2 because I didn't yet have a computer.
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The Area:
When you moved to Japan, did you freelance right from the start?
Thomas:
Not from the beginning, no. But over time, with emails and my wife speaking Japanese, I was able to secure some contracts in Japan.

But in retrospect, the experience was not so great. They didn't speak English and I didn't speak Japanese (I still don't fully). My wife, who was my girlfriend at the time, had to do all the translations. The work of communication between me and the clients became very intense, then my wife got pregnant and I decided to stop working for Japanese people who spoke Japanese only...

For that reason, I currently only work for overseas clients who speak in English or French. It is better that way.
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The Area:
You have a very extensive lowpoly portfolio. Are the characters and environments based on your own designs?
Thomas:
Haha… It depends… I always respect all the artists I've worked with. When I create a 3D model from the design of another artist, I always add his name or nickname with details on the main screenshot.

So if you see the name of another artist on an image, the answer is no…. If there are no other artist names there, then the answer is yes :-)
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I really enjoy working with other artists, whose style I like. I think it is more interesting to work in a team and continue to learn new tips from one another, than work alone. For example, work is completely different with a good 2D artist. I just enjoy it that much more, it's a very exciting process.

The Area:
A large portion of your work features Japanese/anime stylization. Are your clients primarily Japanese studios?
Thomas:
No… But I really hope that will be the case one day.
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90% of my website shows my personal portfolio, I have not included the work experience from my time at F4 and Team17. I recently created two videos showing my MEL scripting and they include some of the work that I did for F4. The portfolio at samavan.com will give you an idea of the type of work I would like to create in a professional environment.

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Going back to my time at F4 and Team 17, I continued to create 3D in my personal hours. I believe this to be very important, till you find the job that is right for you.


A year ago, I worked for a group called Studio Siesta, making a lot of Japanese-stylized characters. But the working language was 100% Japanese and it was too overwhelming for my wife, translating all those emails to English and then mine back to Japanese …in technical terminology. Overall, it was very a good experience. It is one that I hope to have again when my knowledge of the Japanese language improves.

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The Area:
I understand that you have worked on games for multiple platforms – PC, iPhone, and others. Asides from the (poly) resolution factor, are there other factors that an artist must pay attention to when working on assets across the multiple platforms?
Thomas:
To do work for PC engine, Xbox with UT engine, or iPhone, the needs are all very different for each platform.

PC and Xbox are similar in a way since they both deal with next-gen constraints. You needn't really be concerned with technical details regarding memory restrictions when you are developing for these two platforms. If you respect the current specifications of the next-gen game, you will probably be ok with the programmer.

With the iPhone, you will be working under a lot of constraints. As a 3D artist, it's better to know the specifications from the start, so you can save yourself from sending your client work that will probably end up in the garbage. For example, I commonly talk about similar specifications with clients and amongst colleagues. Here are some of them:

- Full texture memory 2048x2048px
- Maximum polycount on screen: 10k poly for very simple gameplay running on low programming resource (super small app, light programming)
- maximum batch: 30, but better if 20 (max texture size: 1024x1024)
- Rigid skin for a character is a welcome
- Maximum 20 bones for the main character
- Do not use dynamic shadows
- Do not use particle emitter, use billboard with animation texture instead
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There are no the exact specifications for the iPhone since it all depends on the gameplay. But this list will help most 3D artists who are interested to start developing for the iPhone, have a better sense of what parameters they'll work under. If you already abide by these in your daily work, then the optimization is going 'easier' for everyone at the end. Optimization work is the last hard remaining chunk of the work.

The Area:
When did you start work on/for mobile games?
Thomas:
I started last year and got a lot of contract work. iPhone is basically a garage-game platform; a lot of people are trying to create a hit with a budget of 00-,000. Clients with low budget want small games produced under short production time – this is a fairly quick process…lasting from 3 weeks to a month.
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The Area:
Since the introduction of hardware such as the iPhone, can you comment on the changes to the overall environment of working in the Game industry? Has making a game become much easier as an independent artist or small studio (for example - distribution, costs)?
Thomas:
I think the system of iPhone is a little like eBay.
You sell your product, you pay a bit of money for it and once it's done, eBay or iPhone will take a percentage on it. And then you get your money.
Publicity is your own business, you have to take care of it yourself. We are quite removed from the Sony or Nintendo process of making a game. PSP Go is coming and it is somewhat similar to the App Store… but I think a colleague said they ask that you have at least two published titles on a different platform before they consider selling your game.
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The Area:
Do you plan to make your own game in the future – are you working on one already at the moment?
Thomas:
Yes, my friend and I have recently started to work on a small game. He is the programmer and I am the artist. The project has good progression and we are working towards getting it up on the App Store this summer.

On a side note, we are concerned about the situation in the Games industry regarding freelance work. With the 1300 lost jobs in the Games industry last year, you cannot imagine how many artists are now freelancing on the market…

So I think that creating an application on your own is the best way to start a new dynamic business. This is something interesting to try since I am not a businessman and don't know the first thing about the marketing world…
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The Area:
Can you describe the pipeline used for making a mobile game?
Thomas:
This is very fast-paced… and it really depends on the clients.

When I freelance for a company, they will usually send me the design and then I only need to create it in 3D. This is like working in a company. "We need that in 3D, please do it".

Then on the opposite spectrum, you have two kinds of independent people trying to develop an application by themselves.

The most professional and capable will manage programming, game design and then send you the most important data for creating a character or level with their constraints and specifications. From there, you'll need to create everything by yourself and if the client likes your work from the get-go, there is a high probability that you will be involved with 80% of the main design architecture.

And then there is another kind of indie. One who is trying to develop their own game for the first time, without any experience in the game industry either as an artist, programmer or anything else -- but they have an interesting budget. What ensues are lots of discussions, errors in command, etc. Then you may run into difficulties in understanding "we are working together" over "we're developing a game together". This is often not easy.
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Also on the subject of iPhone, a client will often ask if I can create animations. I have to rig and skin the character and then create a full list of animations (walk, run cycles, jump, etc.).


It was very new to me initially, but with training and motivation through all these new projects, it is possible to develop something awesome.

The Area:
What aspects of game development are you involved with - do you do any programming as well?
Thomas:
I create lowpoly assets such as characters, levels, props, and more. I also rig, skin and create animations for my characters & creatures and I do MEL scripting too.

As a freelance artist, I think MEL scripting is a big contributing factor that can save time on any game production.

Now to work with very lowpoly constraints means that you can work quickly. A 400-500 poly character takes about half or full day to make, depending on detail. Then you can easily create 5 to 6 characters in a week, creating an idle animation for each and then the following week, do a set of walk, run, action animations and other movements as needed.
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But doing all the rigging and exporting all those models and animations, you really need to create custom tools to speed up the workflow. Otherwise, you will quickly lose your time and money.

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Imagine a character with 20 animation cycles, you need to extract the bones from the rig and then export the animation data directly from your scene, making sure to give the right name to your exported file that will go into the correct directory. Manually, this is very dangerous and boring work. But with MEL scripting, this is just one click's work. I would like to say a big thank you to Mr. Gilles Hoff from F4, for having taught me so much about MEL scripting. I think this is my current ultimate weapon working as a freelance 3D artist.

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But tools creation do not stop here, once you know MEL, everything that the machine can create for you will ultimately become a script, activated by a simple button to click. I have customized Maya so much in that respect, that I think my version of Maya cannot be called Maya anymore…

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The Area:
Which game engine do you use?
Thomas:
It changes every time….

When I was student I learned Virtools Dev. This is very easy for integration and prototyping.

Working for F4, they developed their own "everything". I got to learn a lot from that basis because I started at F4 when they were just 20 guys in the team. Being able to directly speak with the programming crew in trying to find solutions for each of the problems that came up with the 3D engine – I learned with the progression of the engine. I also developed a lot of MEL script tools for the connection between the programming and artist teams.
They were at about 100 people when I left two years ago…

After came Unreal Engine to Team 17, something definitely great for all 3D artists working and creating special effects for their assets.
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And then as a freelancer, I first learned Quest 3D while developing an application for a Japanese client – a kind of house-viewer with a large set of options. And more recently, since last year, I've started to work with Unity because a lot of indie guys are using it to develop iPhone applications.

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I'm hoping to find some time to do a tutorial on custom programming tools in Unity.

The Area:
What is the average lifecycle to produce a game?
Thomas:
If you develop something with a friend, it is better to start making something small. The most difficult part is to find an idea.

Before Shuriken, we spoke for a long time about doing two other games. Small, but heavy and complex enough for two guys to do.
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Once we found the Shuriken idea, it was time to decide on how many levels, characters, weapons, gameplay, backgrounds, etc. Then we had to consider things like what we were capable of doing and the amount of time we could put in -- making the game was purely dependent on all these factors.


For example, if I were to work on Shuriken fulltime, this would be about one and a half month of work for the 3D production. But I work on it during my free time, so it'll be about 6 months of production time before the release.


And as usual, there is the period at the end of a production that is spent on resolving bugs, and working on optimization… and then probably we'll end up adding a few extra features.

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To start is very easy, but to continue and see it through, you need a lot of motivation.


On my side, more than half of the 3D has been created for the game, and it already looks like something fun. Work is heavier than I had expected at the beginning, but we are making good progress and the game is taking its course.

The Area:
Do you use lightmaps or real-time shadows for mobile games? I suppose as hardware improves, we will have realtime shadows for mobile games if not already..
Thomas:
I prefer lightmaps on the iPhone for creating superior smooth light and shadows on my levels. Dynamic shadows are used under the cars or motorbikes on some iPhone games, but it is better for one to create their own engine for that. Under Unity, dynamic shadows really slow down the FrameRate, so we need to keep things simple. A simple plane under the feet will do the trick and create the shadow of the character.
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The Area:
Depending on level of complexity, how long do you spend on creating an asset for a game?
Thomas:
For a character: Let's say under 450 polycount with a 128x128px diffuse map will take about half day, around 600-700 polys with a 256x256 map takes roughly 1 day, 3000 polys with 512x512 map will work out to be about 2-3 days.

For example, with "The Package" game on iPhone, a background with a 512x512px lightmap and diffuse of 1024x1024px took about 1.5 to 2 days of work.
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For Shuriken, a large environment with one 1024x1024 diffuse and one 1024x1024 lightmap was roughly one full week of work and then some…

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For my clients, I have an Excel sheet that I send out every time, it is a list of my work with example prices. This makes it easier to understand the speed of work and the cost factor.

The Area:
What is the most challenging aspect when working in lowpoly?
Thomas:
To keep a good FrameRate for your game!!!
To keep the number of batches down.
On iPhone if you are at about 30 callback (draw call), one can hope that the programming is clean on the backend -- and if possible reduce it to 20 or less…
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To give you an example, today you can probably go with more than 250 batches on a PC game. You can easily deal with a lot of textures, etc…
On the iPhone, this is kind of different.
There is lot of optimization work to be done at the end of the production. I try to create the entire background on one texture, all the GUI on one texture too. Characters come in next, it is better to add all characters from the same level onto the same texture.


On Shuriken, the constraints are: 1024x1024 diffuse with 1024x1024 lightmap for the background, 512x512 GUI and another 512x512 for all the characters on the same set…

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For optimal results on the iPhone, you should keep the number of textures to a minimal, this will allow the programmer to do a better job of optimization later on.

The Area:
For an artist who may consider relocating as you have – can you share with us your experience, having worked in France and England -- how does the Japanese CG environment compare?
Thomas:
Japan and Europe are very distant when it comes to the CG environment.
There is a very big community of independent people in Japan trying to sell their Manga, illustrations, small games and numerous other things. Here in Japan, they call this community the 'Doujin'.

The most incredible aspect of this group is the fact that the majority of people in this Doujin are highly skilled professionals. Their skills are truly impressive. At the same time though, I think that this is a problem in Japan. Because of this high density of artists, a paid job in Japan seems to be cheaper than the same job in Canada or Europe. Also, working hours do not consist of your standard 7h a day, but you are pushed to spend more hours, often times staying much later… "Because Japan" as my wife says.
The Area:
What are your plans for the future, will you continue to freelance for overseas from Japan? Will you stay in Games industry.. or maybe pursue film?
Thomas:
I really like the jobs in the Games industry, working with my clients. And I also very much like the game artist community on the Internet. Working under the constraint of an engine and facing the challenges that come with, I find this interesting and rewarding at the same time.

I would like to improve upon my Japanese communication skills, to increase the possibilities that are available in Japan. But if I can move again overseas with my family, and find a quiet place to live, I would accept that option very easily. Now if I the Shuriken game turns out to be a hot sell, this could mark the beginning of something new for my colleague and I… creating our own game and doing other initiatives.
The Area:
What are you currently working on at the moment – when can we expect to see it launch?
Thomas:
I mainly work for iPhone apps now. I hope to see the products of my clients on the Apps Store soon. Watch out for "The Package". And as for Shuriken, let's say ETA is this summer, I hope you guys can check it out and have as much fun playing it as we will have making it.
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From my current client work, I do not have a date and title yet, the best is to check my website for updates.

The Area:
And finally..what does your nick 'sama.van' mean? ;-)
Thomas:
Haha what a question!! The damned story of this nickname is very stupid but has stuck over time… Let's keep the secret, it is better this way!
The Area:
Thomas, thanks for sharing such a unique insight into freelancing, making games, and living in a foreign country. Sayonara!
Thomas:
Thank you truly for the interview!

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Posted by edmundorov on Jul 03, 2010 at 10:57 AM
Great work!
Posted by harshit on May 26, 2010 at 10:32 AM
Very nice work. Excellent !!!
I'm impressed with your works.
I know somewhat baking textures in 3ds max, and I would be pleased if you send me some links of baking textures in Maya. I'm interested to know how to do it in Maya coz I have since not able to bake different passes/ maps like diffuse, specular, bump, etc. in 3ds max and Maya.
Posted by passariello on Apr 22, 2010 at 08:39 AM
great!
Posted by Zaher16889 on Mar 19, 2010 at 05:17 PM
Superb Interview. Kudos Mister Varoux.
Posted by RedCobra on Mar 17, 2010 at 12:48 PM
AMAZING!!