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.
Read through the job role descriptions to find out exactly what each one
entails. If you are looking to enter our fine industry there are additional
guidelines on where you need to concentrate your creative efforts to increase
your chances of success.
JOB ROLES
3D Modeller & Texture Artist
Texture Artist
Technical Artist
Visual Effects Artist
Concept Artist
GUI Artist
3D Modeller & Texture Artist
As the name suggests, the 3D artist’s working day consists of creating
objects, characters and scenery in 3 dimensions. The majority of this
work will usually be achieved in one of the major 3D software packages
such as Maya, 3D Studio Max, Softimage Xsi, Lightwave etc.
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.
Texture Artist
Some companies separate the modelling and texturing job roles,
which naturally means that some artists become experts in 2D texture creation
and application.
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.
Technical Artist
Bridging the gap between art and programming, the Technical Artist
has emerged as a new team requirement in many progressive game companies.
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.
Visual Effects Artist
Another area showing signs of specialisation is special effects. This
artist defines, creates and refines all special visual effects for the
game. Strong skills in texture creation coupled with an acute understanding
of particle systems and geometry effects are key. Visual Effects Artists
often have a good understanding of the technical restrictions of the target
platform and will always work very closely with a programmer to create
the effects.
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.
Concept Artist
As the title of the job states, when a new ‘concept’
for a game asset or feature is created, it’s the job of the Concept
Artist to realise that concept in a visual form. Concept Artists usually
draw a 2D image of the required asset, environment or character so that
it may be either passed onto production and/or included in documentation.
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!
GUI Artist
Usually found in the domain of the larger developers and publishers,
GUI (graphic user interface – pronounced gooey) Artists usually
stem from a graphic design background. Primarily responsible for menu
systems and in-game ‘score’ elements, the GUI Artist must
have good layout, graphics design and typographical skills. Many GUI Artists
also have major input into the design and flow of the game’s front
end (menu system) and HUD (head up display).
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
Getting into the game industry can be very difficult, even with good skills.
The guidance and advice section will give you more direct advice on what
you’ll need to be good at and which areas to concentrate on in order
to significantly improve your chances. Click on the links below to get
the skinny on each job role: -
3D Modeller &
Texture Artist
Texture Artist
Technical Artist
Visual Effects Artist
Concept Artist
GUI Artist
3D Modeller &
Texture Artist
Skills Required
There are two primary requirements here. Above all else, you
need good artistic skills; a general grounding in traditional art is of
paramount importance. This 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.
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
- There are many sites on the Internet that specialise in the creation
of art assets for modifications of existing commercial games. These
sites contain a wealth of information regarding the creation of game
quality art assets. All prospective game artists can learn a great deal
form these sites; they also give you the opportunity to create some
art yourself and see it running in a real game engine.
- If you have a PC but don’t have the software, visit the main
sites of the 3D package manufacturers and download free personal learning
editions. These will allow you to learn the packages and get in all
those vital hours of practice!
- Scour Ebay and other sources for books and learning materials. Many
people get rid of books soon after they have worked through them and
usually sell them on for a fraction of their original cost.
Texture Artist
Skills Required
The essential quality here is the ability to draw and create very high
quality texture maps and imagery for application onto models or incorporation
into shaders. Texture maps can be created using a very diverse number
of techniques with a growing number of art creation packages. A very desirable
quality is the ability to adopt different art styles as per the requirements
of any given project.
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
- Practise and demonstrate a wide range of skills and styles. This may
seem obvious, but many job application portfolios only exhibit one style.
Having a varied portfolio of styles will separate you from the rest.
- Draw as much as you can and invest in learning primary packages such
as Photoshop as much as you can. The secret to being a good Texture
Artist lies in being fast as well as being good.
- Look for and collect good texture reference. The Internet is a good
place as well as photography and even generating your own library of
base textures. All good Texture Artists have a vast library of source
images upon which they can draw when creating new images.
Technical Artist
Skills Required
Being a very versatile job role, the Technical Artist is required to be
a general artist with a strong technical awareness and abilities. Artistic
requirements are the same as the other artist roles, with the added ability
to communicate and work closely with programmers.
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
- Practise speeding up repetitive art and animation tasks using scripts
and plugins – it’s the secret to success in this role.
- Learn as much as you can about the game production pipeline and look
for ways to speed things up and remove bottlenecks.
Visual Effects Artist
Skills Required
The requirements for a Visual Effects Artist are pretty impressive. In
addition to the obligatory traditional art skills, you’ll need to
have excellent 2D art abilities, a very acute awareness of the technical
restrictions of both the game engine and target platforms, and above all
have the creative vision to create stunning effects.
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
- Study all the visual effects reference you can lay your hands on and
practice figuring out how you would go about implementing the same effects
in a game engine. Look at ‘making of’ sections of DVDs and
effects publications like Cinefex for inspiration.
- Become expert in the use of particle systems and focus on creating
effective textures for use with them.
- Play plenty of games and maintain a clear picture of what the current
state of the art is in terms of visual effects, especially games that
are recognised for exemplary effects.
Concept Artist
Skills Required
Drawing, drawing and more drawing!! Different styles, different rendering
techniques and all sorts of subjects should form the backbone of your
career focus.
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
- Visit web sites like conceptart.org to get tips on technique and immerse
yourself in the incredible art of other concept artists.
- Draw everything. Don’t limit yourself to characters or objects
or environments. A good Concept Artist can draw anything at a moment’s
notice in a variety of styles.
- Many games require the artists to emulate art styles, especially
if you are going to work on a sequel. To train
yourself in the art of emulation, find a few art styles you like the
look of and practise copying them. The workflow you learn by doing this
will help you learn new styles and develop a way to synchronise with
other styles.
GUI Artist
Skills Required
Being essentially a 2D graphic design role, it stands to reason that good
graphic design skills are paramount. Of particular importance are good
layout awareness, a sound knowledge of colour theory and excellent typographical
skills.
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 begins.
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
- Study every layout and screen design for as many games as possible.
Take care to study why screen elements have been placed where they have
and try to work out the underlying flow of in-game menu systems.
- Read books on user interface design and layout and build a solid
working knowledge of iconography. Universal iconic representations of
game elements can be very difficult to create, especially in our global
cross-culture game industry.
- Practise your skills by re-designing the GUI or HUD for existing
games. In this way you can evaluate what is already there, play the
game and try to improve on or change the style of the GUI. This is especially
useful if you think a particular game suffers from a poor GUI.
- Develop a good library of fonts. Always be careful to maintain details
of where the font comes from and if possible which foundry or artist
produced them. In this way, if you decide to use a font in the game,
the studio will be able to pay for the rights to use the font.
SUBMISSION GUIDELINES
All artist submissions have many common requirements: -
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: -
- Images should be correctly labelled and supplied in either JPEG or
BMP formats.
- Turntable and fly-through animations should be supplied in AVI or
Quicktime format and should be encoded with an easily available generic
codec.
- Make sure any materials you supply have your name and contact details
clearly and legibly marked on them.
- Include your cover letter, CV and work on the same disc.
- Don’t compress or zip the work on the disc.
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: -
- If the work has been a collaborative effort between yourself and
others, please clearly specify your involvement in the work.
- Only include work you are sure represents you and your best efforts.
- Keep your CV to a maximum of 2-3 pages in length and be sure to have
other people proof-read it for you to remove mistakes and pass back
feedback to you in order to improve it.
- Be clear on what the job role you are applying for involves and make
sure that your portfolio of work is relevant!
- Lastly, if you are an artist, don’t refer to yourself as a
designer! A designer is a different role in the game industry, in that
a designer designs the mechanics of the game – nothing like a
graphic designer. Failure to appreciate this casts doubt on your knowledge
and desire to enter the industry.
Enjoy the application process! It’s a great industry – induction
will come to those whom have the skills, drive and positivity to succeed!
3D Modeller &
Texture Artist
Texture Artist
Technical Artist
Visual Effects Artist
Concept Artist
GUI Artist
3D Modeller & Texture Artist
Role Specific Requirements
The basic requirement of any application is to convey your ability
to turn ideas and drawn concepts into functioning game-ready 3D models.
In addition to modelling and texturing skills, traditional art skills
like drawing are also important.
- Concept art / initial sketches from which you built your models.
- Clean, clear renders of your completed models. Try to include details
on things like the polygon counts and the number and sizes of the textures
used.
- Images of the texture maps you used in the models.
- If you wish to include 3D meshes, make sure that all textures are
also included as well as renders of the model as specified above.
- General art skill support work such as drawing, concept art etc.
- Any support details such as the project briefs, people involved and
outcomes.
Texture Artist
Role Specific Requirements
As the name suggests, the basic requirement is for you to demonstrate
the ability to create compellingly accurate and detailed texture maps.
A broad range of style and speed are key here.
- Many examples of different types and styles of texture maps.
- Try to include a few layered Photoshop files thereby allowing the
reviewer to gain an insight into your workflow technique as you build
up a texture.
- Examples of different types of texture maps such as diffuse, bump,
specular and normal maps. If possible demonstrate how they are all combined
to create a finished surface effect.
- General art skill support work such as drawing, concept art etc.
- Any support details such as the project briefs, people involved and
outcomes.
Technical Artist
Role Specific Requirements
Being a fairly new role, the requirements are pretty specific. In addition
to the basic artistic requirements, the Technical Artist must also demonstrate
an understanding of the technical aspects of the role.
- Good work examples that demonstrate solid artistic abilities for
modelling and perhaps animation. See above for details.
- Scripts and plugins submitted with details on why they were created
and what impact they had on the production pipeline. These may have
been created as part of a live project or just for you to improve your
own workflow.
- Any support documentation that you feel demonstrates your knowledge
of the relative strengths and weaknesses of different hardware platforms
or game engines.
- Details on your part on any project work where you acted in the capacity
of a technical artist, even if this was just at college or University.
Visual Effects Artist
Role Specific Requirements
This one is all about eye candy. All you need to show is how cool your
effects work can be and how you’ve gone about creating those effects.
- Any concept art or initial sketches of the effects.
- Any briefing materials used to initiate a special effect.
- Texture maps and / or models you created as part of the effects you
have created.
- Animations / video of effects systems or particles that demonstrate
your ability to create compellingly impressive effects.
- Traditional art examples – anatomy, life studies etc.
Concept Artist
Role Specific Requirements
This one is pretty easy, as you only really need to supply lots and lots
of drawn artwork. That said there are some bases that need to be covered.
- Show images in different styles – both in terms of rendering
style and drawing style. The biggest strength of concept artists is
to adopt any style necessary.
- Try to include some art as layered Photoshop files - that will be
very useful for the reviewer to understand how you work.
- Where possible please include the time it took to complete each piece.
Although you probably won’t work at the optimum speed required
for the industry when you begin work, the duration for each piece gives
the reviewer more information about you and what needs to be done if
you are successful.
- Traditional art examples – anatomy, life studies etc.
GUI Artist
Role Specific Requirements
The things you need to include for a GUI Artist application are pretty
straightforward. The bottom line is that you need to show a good comprehension
and appreciation of layout and visual style.
- Great examples of initial concept art at various stages from thumbnail
concepts right through to full colour visuals and mock-ups of GUIs and
HUDs.
- Final textures for use as a game GUI or HUD with any associated brief
or requirements list.
- Mocked-up screenshots showing how your own designs would work on-screen.
If you have redesigned an existing GUI or HUD, include both versions
for comparison and indicate where you think you have or have not improved
things.
- Graphic design layouts showing good use of layout, type and colour.
- Traditional art examples.
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