[Sidefx-houdini-list] Interviewing Candidates

Ben Schrijvers ben.schrijvers at guerrilla-games.com
Tue Jun 12 10:29:32 EDT 2007


Or let them work for 1 day to make something beautyful.
Then say what they have made looks totally sh*t and delete the hip file 
in front of their eyes.
If they start crying they probably not ready for the job.

:-)
benS


g m wrote:
> Well also,
>
> I like to give them a 15-min test,
> for FX, How would you do such or such FX roughtly... like the 
> theory... or the vicious one.... give them a scene that doesnt render 
> or has a problem.
> At least this, make a difference between a push button monkey TD and a 
> clever monkey TD.
>
>
>
> From: Louis Dunlevy <ld at dneg.com>
> Reply-To: sidefx-houdini-list at sidefx.com
> To: sidefx-houdini-list at sidefx.com
> Subject: Re: [Sidefx-houdini-list] Interviewing Candidates
> Date: Tue, 12 Jun 2007 13:18:53 +0100
>
> I think "let me see your hand" is a good one. If it shakes.. he's good 
> to go!
>
> Sean Lewkiw wrote:
>> *Whoops, that should be:
>>
>> http://tinyurl.com/yerwac
>>
>>
>> *
>> Sean Lewkiw wrote:
>>> Hi,
>>>
>>> I'm wondering if anyone knows of any resources (or has any tips n' 
>>> tricks) regarding hiring CG people. It seems very vague, the whole 
>>> process, whether I'm being interviewed or am doing the interview. 
>>> Basically, "What did you work on?", "Let's see your reel," and "When 
>>> can you start?". There must be a more robust way of interviewing CG 
>>> candidates, as right now it's largely based on trust and a reel, 
>>> (which you have only done the shadow pass on the last tree on the 
>>> left for). I found this article, but it's for programmers: 
>>> http://tinyurl.com/yerw
>>>
>>> Sean
>>>
>>
>
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