| ARTISTS |
| Guidance and Advice |
| OVERVIEW The title of game artist is now considered to be a very broad description of a complex creative job role, working to create the visual components of any given game. As the industry has matured, the art department has fragmented and artists have become more specialist in ‘niche’ areas of game art. Employers are now more routinely specifying particular requirements within the art discipline, and as such many game artists or students specialise in one of the distinct art disciplines in addition to the rest of the skills that encompass game art. In general there are two main types of game artist, 3D or 2D artist.
In the case of the 3D modeller it must be borne in mind that the definition
of the role depends heavily on each game studio’s structure and
an individual’s ability. A modeller can be reasonably asked just
to model 3D objects or, as is more commonly the case, to create work in
most of the specialised areas listed under 3D artist in the job roles
section. |
| JOB ROLES The artist usually works from a piece of concept art and creates the model (otherwise known as an art asset) from start to finish. This includes building the initial model, the creation and subsequent application of texture maps, adding project-specific blind data, and in some cases visual effects nodes and even hardware graphics shaders. Though this all sounds rather daunting, the ability to model and texture well will get you through the door – after that the rest will come as you learn on the job. Note that some companies make a job role separation of 3D Artist and 2D Texture Artist; however, most companies expect the 3D artists to complete the texturing phase in addition to the modelling. Back to Job Roles
Games rely very heavily on high quality texture mapping. The creation of these texture maps and their application has grown ever more complex as game art has steadily increased in quality. There are now so many different processes and applications available for creating and applying them that game artists can easily specialise in this area. The close relationship between model topology and texturing means that Texture Artists normally work very closely with 3D Modellers. The increase in the use of hardware shaders on the new game platforms has also increased the demand for dedicated Texture Artists, especially those that have the technical ability to create and modify hardware shaders. Back to Job Roles
The role can emerge from either the art or programming disciplines and has an appreciation for both the aesthetics of the game and the underlying technology of the game engine and target platforms. The exact job description of a Technical Artist does vary from company to company but includes one of more of these roles: - plugin creation / script creation / technical documentation / hardware shader creation / visual effects implementation / general art asset creation and trouble shooting. Having the ability to write scripts and plugins in addition to normal
artists’ duties means that the Technical Artist is able to maintain
and improve the production pipeline as well as the overall visual quality
of the game. Most top-level Technical Artists also have an acute understanding
of the target hardware and in some cases are able to write hardware shaders
and do general programming in C or C++. This is an up-and-coming role
that is currently highly desirable within the industry, due to the huge
positive impact that a good Technical Artist can have on a project. Back to Job Roles
Having a good level of target hardware knowledge really helps this role as finding creative ways to produce striking and efficient visual effects separates the best from the rest. Additionally, the ability to technically deconstruct other visual effects from other products helps to keep the team and company on the cutting edge as far as visual acuity is concerned. Back to Job Roles The Concept Artist has the responsibility of envisioning and presenting the visual style of the game under the direction of the art or creative director. Superlative skills in draughtsmanship coupled with a vivid imagination are the keys to success. The best Concept Artists live to draw! Being able to draw and render well in traditional as well as digital media is a pre-requisite as well as the abilities to constantly refine your work and accept constructive criticism. The Concept Artist has the freedom to define the look of a whole game, so thereby accepts a great deal of the responsibility for the final ‘look’ of the game. The Concept Artist role is a demanding pressurised role that thankfully is offset by a great deal of creative freedom and reward! Back to Job Roles Because the GUI is the first interactive visual element that a gamer will get to see in any game, the GUI has to be engaging, clear and artistically excellent. GUI Artists have a lot of responsibility in this respect and therefore they are usually motivated and driven by the desire to do great graphics. With the earned ability to influence the flow of the front end, there is considerable responsibility as a poor front end can break a game. |
| GUIDANCE & ADVICE The other big requirement is well-practised abilities in the use and application of 3D modelling software like Maya, 3DS Max, XSI or Lightwave. These packages are the industry standard and as you’ll be using them day in and day out it stands to reason that you should be good at using at least one of them. Good levels of competence in the creation and applications of texture maps using at least one image creation package such as Photoshop, Painter or Z-Brush. Additional experience in 2D vector art packages such as Illustrator is highly desirable. Tips
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Advice Being an artist, a solid grounding in traditional art that should include but not be limited to good drawing skills, anatomy, an appreciation of form, composition and colour theory. The ability to demonstrate good traditional artist skills is becoming more and more important within the industry. Equally, Texture Artists must understand the fundamentals of texture co-ordinate layout and mapping and also clearly understand what the different types of maps are and how they relate to each other. Tips
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Advice Skills Required On the technical side of things, Technical Artists that have the ability to program plugins or write scripts and even create shaders rank very high on the desirable skills list. Practise your scripting and plugin programming by creating tools that speed up and facilitate artists and animators in their daily work. Examine the ways that artists and animators work and look for ways to help them save time; even if it is a small saving, it all counts! From creating effects, manipulating skeleton structures and processing data to improve the visual quality of the game or the toolsets of the art department, the Technical Artist is now becoming vitally important. Tips
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Advice Skills Required The ability to solve problems and experiment, often without much guidance, is also essential, as many tasks are fairly open-ended. Being able to predict how to transfer effects from one game platform to another and exploit the strengths of different target platforms is absolutely vital. Visual Effects Artists normally stem from a career as a regular game artist. The likelihood of landing a job as a Visual Effects Artist straight from college is pretty remote due to the technical requirements of the role. But if it’s eye candy you’d like to create, then this is the job to aim for! Tips
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Advice Skills Required A good mix of traditional as well as digital art is a must. Being able to communicate your ideas quickly and effectively is absolutely vital, so whether you have a pencil, stylus or brush in your hand, make sure you can draw well. In terms of drawing skills, most good Concept Artists study subjects like anatomy in order to facilitate and improve their work. Concept Artists able to tackle any subject matter will always do well. Tips
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Advice Skills Required The ability to comprehend and design menu structures and visual elements that represent game functions is fundamental. GUI Artists’ responsibilities can range from just doing a few simple images all the way through to designing the flow and function of the front end and/or HUD. The ability to draw well on paper is a real bonus too. When meetings about the GUI or the HUD begin, GUI Artists often have to draw on the fly to try out ideas during the meetings. In any case, GUI Artists will usually have to have a paper design approved before production on the final assets begin. 2D art packages like Adobe Photoshop and Adobe Illustrator are the industry standards here, although the ability to model and render objects in a 3D package is a distinct advantage. Many GUI and HUD elements are now rendered in 3D before being manipulated afterwards in Photoshop. Tips
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| SUBMISSION GUIDELINES Applicants for all artistic areas in the game industry must be proficient in the basic components of art. The ability to draw and communicate your ideas visually is overwhelmingly important, as well as other core skills such as understanding colour theory, anatomy, proportion and an overall appreciation of good visual aesthetics. Applications should consist of a covering letter, an up-to-date copy of your current CV / resume along with a portfolio of your BEST work and any application form if required. Artwork should either be supplied printed on good quality paper or preferably on a CD-ROM or DVD. For CD-ROM or DVD submissions bear in mind the following: -
It’s simple: show your work in a very accessible, immediate way. If the employer has any trouble seeing your work for whatever reason at all, you are already going to be in trouble or worse still your application will be discarded! Other things to remember: -
3D Modeller
& Texture Artist
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Guidelines
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Guidelines Role Specific Requirements
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Guidelines Role Specific Requirements
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Guidelines Role Specific Requirements
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Guidelines Role Specific Requirements
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