This lecture covers the reality of game designers that people misunderstand, and the future direction.
[Rookiss January Live Lecture] Introduction to Shaders for Aspiring TA #1
https://inf.run/1PU3V
Hello, this is Rookiss.
It's been a long time since I've had a live lecture with Rookiss, so I'm recruiting students.
Topic: [Rookiss January Live] Shader Introduction for TA Aspirants #1
Schedule: January 12th - February 2nd (Sunday 8pm - 11pm, 3 hours x 4 times = 12 hours)
Location: Online Discord
Cost: 264,000 won
Difficulty: Beginner
Note: Please register with your Inflearn registered email address so that we can contact you and add more lectures via email!
One-line summary: A lecture that easily explains T's content such as shaders/math/graphics to A.
explanation :
Shaders are responsible for the visuals of the game.
To create a compelling game like Zelda or Genshin Impact, you need a great Technical Artist (TA).
Finding someone with these abilities is almost like finding a unicorn. Why is that?
TA is the rarest of all occupations,
The barrier to entry is very high because you have to study both tech and art.
Technical knowledge such as programming (shaders), graphics, and mathematics is also required.
You must also have artistic knowledge such as modeling and animation .
But because it has such high importance in the game,
And because there isn't enough information to rival the server,
I've been looking everywhere for an instructor who can teach shader and TA classes for 1-2 years.
As a result, I interviewed 'a lot' of people, but I didn't have enough 'inner strength'.
Failed to find someone who feels it, TA is really rare
I was once again faced with the reality that there was nothing but T. or .A.
Some career TAs working at large domestic companies also have no knowledge of rendering or even simple internal principles.
I was quite disappointed with the fact that people worked by memorizing materials without understanding them .
(If you fix this, it changes like this? Lucky Vicky! I call this kind of work method human learning )
In fact, there are not even many basic shader books in Korea.
In China, there is even a book that analyzes all of Unity's built-in shaders.
There is a huge difference in the level of knowledge and learning materials across the industry.
Starting in 2025, Rookiss will be finishing the ongoing game development project,
We are aiming to establish a team that specializes in technology R&D by forming a full-fledged team.
Among these, we consider research on shader and TA technologies to be particularly important .
It is rare for someone to know both tech and art,
Our team has a variety of positions, including programmers, modelers, animators, and effectors.
We are conducting a TA study to supplement each other's lack of knowledge.
We are recruiting participants for live lectures to make this content public.
I am currently designing the learning curriculum myself.
I plan to proceed by filling in the parts I don't know with the help of artists.
In particular, the #1 lecture being recruited this time is conducted under the assumption that there is no knowledge.
- Basic Coding (HLSL)
- Essential graphics knowledge (rendering pipeline, computer science knowledge, etc.)
- Mathematics (trigonometry, vectors, inner product, outer product, ...)
- Making real-world shaders
, and learn all of this through Unity .
The reason I am practicing with Unity is because HLSL practice is easy.
Of course, you don't need to have any Unity player knowledge.
After building a solid foundation in shader fundamentals, we plan to conduct the same training with UE5.
In particular, I was trying to start studying C++ and OpenGL.
I hesitated after seeing the thick book, thinking that this was not my path.
We are preparing it easily, paying special attention to adjusting the difficulty level for the art department .
After laying the foundation, you can move on to a single subject (e.g. cartoon rendering).
We plan to periodically serialize the research findings of our team.
January Curriculum Description:
The course starting in January is [Unity Shader Basics].
Understand essential math, HLSL coding and rendering principles (at least what's in the DX droplet book?),
You can work freely on basic shader tasks,
The goal is to write several classic, yet fundamental shaders, such as the Phong shader model.
It is expected to be completed in 2 to 3 months as various practical trainings are being prepared.
To reduce the burden of recruiting, we recruit every month . (One payment = 3 months)
caution:
- Rookiss in-house studies are planned to continue throughout the year on a variety of topics.
- Live lecture external participants are recruited every month , and review videos are provided for 3 months.
- For those who have participated in the entire lecture schedule, additional lectures will be added without a separate purchase after the lecture is released.
ex) If [Unity Shader Basics] is conducted over two months from January to February, permanent discounts will also be added to those who participate consecutively in January and February.
thank you!