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Visual Arts
Looking for a great way to put your digital art skills to use?
You've come to the right place. Along with the film industry, the games
industry is one of the fastest growing places to build your career as
an artist. Traditional hand skills and digital know-how are both in demand.
Artists who want challenging creative work that's fast-paced, collaborative,
and fun, should check here first.
Salary Info
Low: $57,000
(artist with 1-2 years experience)
High: $68,000 (lead artist/art director with 6+ years experience)
Average: $58,500
Highest: $200,000
Artist Sub-Types
Intern Artist
As an intern artist you'll start your game career with very
basic skills, but with great passion and talent. The team at your first
job will teach you the craft as practiced at that company - you will be
expected to learn the particular way it's done there among all the possible
ways to do it. It's not glamorous, and it doesn't pay much, but it's a
great way to get the foot in the door. As the most junior member of the
art team, you will be expected to do a lot of the 'grunt work' and take
a lot of the less rewarding tasks. Nevertheless, it's much easier from
the inside to find opportunities to demonstrate your talent, and to learn
the latest graphics tools. Stick with it, do good work, and you'll soon
be given a more creative role, and probably offered a job with the company.
At very least, you'll have real game credits to add to your portfolio.
3D
Model Builder (Objects)
Like an industrial designer, the 3D object specialist designs physical
objects, like vehicles, furniture, weapons, and the like. To be a 3D model
builder you should be very organized and be able to build models quicker
and quicker over time as you generate a good library of basic pieces.
You also need to know "when to say when" - the amount of detail
appropriate for a feature film and visible in the software is not necessarily
going to be visible in the game. So you have to develop a sense of what's
possible, and stop yourself before you waste time on unnoticeable details.
The best object builders have some training in industrial or mechanical
design, and therefore understand machinery, balance, gearing, materials
science, and other elements of physical engineering. If you have the knack
and the training, model building is a rewarding, focused job with a major
impact on the game.
2D
Conceptual Artist
If you love to invent
worlds, people and creatures on paper, then Concept Artist might be just
the job for you. A good video game conceptual artist needs the classic
"hand skills" of the traditional artist to generate high quality
images quickly - images that will inspire the team and might even be used
as temporary art in the game. You'll need to especially good at 'perspective
style' artwork and real and organic architecture. You might also create
storyboards for movie sequences, so you'll need to be able to sketch important
movie elements quickly without getting bogged in unnecessary detail. You
will probably not create any actual in-game art, but will be responsible
for the basic 'look' of many things. In design brainstorming sessions
you'll sketch out ideas on the fly. At the beginning of the project, you'll
create a lot of the art that appears in design document, and at the end,
your art may be featured on the web site and in the manual.
2D
Texture Artist
As a texture specialist, your job is to design the visible surfaces that
cover the architecture, environments, creatures and objects in a 3D game.
From the marble wall, to the faces of the characters, to the reptilian
skin of the local fauna, the believability of the world will depend on
you. Your primary tools are Photoshop and a 3D program, and you'll work
closely with the 3D background artist. There are a few different techniques
commonly used to create textures; you'll need to know all of them, and
be able to choose the best one for a particular job. Some of the more
common methods you'll use are photo manipulation, hand painting, flattening
detailed models, algorithmic textures, and bump mapping. Finally, you'll
work with the 3D modelers to devise ways to increase the speed of the
game by reducing polygon count with clever texturing.
3D
Cutscene Artist
Working with the conceptual artists, you'll follow a storyboard to generate
a high quality cinematic movie sequence, either through prerendered full-screen
animation, or with in-game scripted scenes using the game's engine. All
linear cutscenes (non-interactive exposition in the game) require virtual
camera movement, lighting, character and object animation, special effects,
backgrounds, and props. You'll work with a sub-team of artists to develop
these scenes, while concentrating on your own specialty. This part of
game development is most similar to traditional film animation, and in
fact, pre-rendered scenes may be outsourced to an animation company rather
than produced by the game team itself. In-game cutscenes are usually produced
by the game team, and may be created during a cycle in the overall development
of the game rather than by a specific person on the team.
3D
Character Builder
As a 3D Character Builder you'll create the characters in the game, which
could be either low or high-resolution models depending upon the platform
and the design of the game. With the new consoles there is less distinction
between those two versions; though game characters are still not as highly
detailed as pre-rendered ones, they're very close. To create the characters,
you'll work closely with concept artists and programmers, and possibly
external license holders, to translate concept art into 3D game characters.
This may or may not include texturing and animating the character, but
you will still need to be familiar with the entire animation process in
order to generate a character that will move naturally after bones are
added. You should also have a thorough understanding of animal and human
anatomy in order to make fantastic characters believable. A new tool available
to 3D builders is the 3D scanner - a physical model of the creature made
by a sculptor is scanned into the computer and "cleaned up"
and textured by an artist.
3D
Character Animator
Much like a traditional
cel animator from the 2D animation world, the 3D character animator must
be thoroughly familiar with, and have a gut sense for, creature locomotion
and human expression. The most beautifully built character in the world
will look terrible if it is poorly animated, and appears to lack weight,
momentum, or personality. An added challenge of 3D character animating
is that it often requires lifelike and naturalistic movement from realistic-looking
creatures and people. The realistic aesthetic forgoes the exaggeration
and key poses that are the hallmarks of expression in 2D animation. Motion
capture is finding its way into the games industry, breeding a sub-specialty
of animation. After an actor is mo-capped, the character animator applies
the movement to the game character, hand-repairing and enhancing the action
to look realistic and natural.
Level
Builder
Depending on the software
packages used to create the game, there may be a need for an artist skilled
in one of the common 3D packages, such as 3DSMax, to lay out the levels
that have been designed by the designers. This position generally entails
less responsibility than either the 3D artist or the world designer, but
combines aspects of both. On big teams, you'll work closely with the level
designer to place structures, objects, and characters into the actual
game levels. You'll also handle technical details like fixing seams if
things don't join up properly, setting triggers for doors/characters and
testing to make sure the level plays the way it's supposed to. For someone
with basic training in the appropriate 3D packages, this can be a great
way to get into either the design or art teams. However, many companies
use proprietary world building tools rather than high-end 3D packages
to create their basic game architecture, so it's not as widespread as
most other art roles.
Art
Director
By the time you've
worked your way up to Art Director, you're the guru that knows all tools,
technologies and methods. In addition, your creative ideas and artistic
ability can inspire by example, and if need be, you can step in to fix
problems as they come up throughout the production cycle. At this level
of achievement you can spot subtle problems in someone's work, quickly
identify how to fix them, and tactfully communicate those changes to the
artist. You'll work closely with the producer & designer to manage
the throughput of the art team, and will be a defender, negotiator, and
motivator for the artists. This is the highest ranking art job, but it's
not for everyone, because you'll spend a lot of time in meetings and managing
people, and little to no time creating art. If you're the Animation director,
you'll do these things with a focus on the animating artists, especially
character animators. To fulfill that role, you must completely understand
classical animation, motion capture techniques and tools.
Art
Technician
The Art Tech is a problem-solver
and troubleshooter among the artists, using your years of acquired wisdom
to help art teams overcome technological obstacles and software quirks.
You will help interface between the artists, the programmers, and management
when it comes to software and hardware issues. If your company's games
include pre-rendered movie sequences, you may be responsible for managing
and scheduling the server farm - the network of computers that does the
"heavy lifting" to render these movies. Often, the art tech
is the art department's software and hardware buyer, serving as the liaison
with graphics software companies to help corporate management decide which
software packages to buy -- an important job when each "seat"
of software and hardware can cost tens of thousands of dollars! To be
an art tech, you must be extremely knowledgeable in the art packages (especially
3D) that are used in your company, and in any content tools or plug-ins
used by the game engine. Teaching and communication skills are also important,
in order to answer questions and share techniques effectively with the
project teams.
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