So, I’ve always wanted to be in the games industry, since I was very young, but my actual realization of this and my choice of role has changed several times in the past 10 years or so.
As I draw closer to the industry I need to look specifically at a specified role to take up and focus on.
I’ve decided to take my tutor’s advice and look at creative skillset for some pointers here, as I think it would be beneficial to see if i could pick up something to improve from there.
My main strength is 3D, some texturing, and I know how games engines work, I can carry a model through from start to finish, I’ve never stopped at just modelling and baking and passed it on to someone else.
The big problem I had with Creative Skillset, and I have had this discussion with my tutor as well, is it bundles 3d Artist in with the general role of ‘Games Artist’ and this generalization of the role on the site has made it difficult for me to fully understand what I need to know, the vague definition has me asking more questions than I have answers to.
I looked around to get a better idea of what I would need to do as a 3D artist primarily, and found a fairly decent tidbit of information on Polycount
The main skills I rely on, on a daily basis include:
– Sketching
– Being able to use the internet as an advantage, not a distraction.
– Solid ability to follow my own, or another’s concept, and not only build out a nice block out mesh… But to expand on it and make it even better.
– Being able to just model fast and efficiently in the given program the studio works with.
– Basic pipeline tasks
– Know how to use a versioning software.
– Ability to absorb knowledge like a sponge
– Networking
– Self marketing
I know most of this, the big issues I see in my own skillset in comparison to this job are Sketching, I mean, I know how to draw but I am not great at it, it’s gone from being something I was really good at to being my Achilles heel. Something I can definitely work on.
But the polycount poster recommended something more appealing; the role of Tech Artist.
The Tech Artist is the bridge between the programmers and the artists, the tech artist investigates new workflows and techniques and teaches these to their fellow artists.
Considering my background with programming, and my high interest in this field, this seems like more of a role for me, the tech artist’s skillset is as follows:
- be able to show technical proficiency in areas such as lighting and rendering, texturing, and graphics-related programming languages such as shaders
- have extensive knowledge of art packages ranging from modelling to texturing and special effects
- be able to customise art packages so that they are as streamlined as possible for specific projects
- be able to work well as part of a team
- have good communication and people management skills, in order to train and mentor others
- be able to work with minimum supervision
- have excellent organisational skills
- be able to think creatively to resolve technical challenges and limitations
- have knowledge of console hardware architecture
- be highly skilled in the use of 3D graphics software
- be able to anticipate the needs of the artists so as to streamline their productivity
- have knowledge of the requirements of the relevant health and safety legislation and procedures
I am already doing most of the things listed here, with me wanting to explore maxscript to maximize my efficiency in Blackfoot Studios is part of the role of Tech artist.
So my strengths compared to this list are:
In short, my background in computing has made me an artist who thinks like a programmer, I can see things in a very procedural way whereas sole artists may not, this I feel not only makes me more adaptable for the games industry, but also a great candidate for this role.
-Technical proficiency – I have at least some knowledge of object oriented programming, rendering scripting, lighting, node based blueprinting, different shaders such as skin and super shaders, their differences. John wants me full time after education because of my high interest in post processing, which is something a tech artist does.
-Extensive Knowledge of art packages – I use a number of art packages in my workflows and I’m always willing to learn and work in new ones, such as Marvelous designer and substance designer, which are two programs that are totally new to me.
-Be able to work well as part of a team, as far as I’m aware from John, this is true.
-Be Able to work well with minimum supervision
-Creative thinking to resolve technical challenges
-highly skilled in the use of 3D software (Max, but no Maya, something i will work on)
-be able to anticipate the needs of artists so as to streamline their productivity, I have done so with blackfoot, and I keep up to date with changing software and trends to anticipate changes.
My things to look at are (weaknesses):
-have excellent organisational skills
-have good communication and people management skills, in order to train and mentor others
-have knowledge of console hardware architecture; while I know this, it could improve.
-Learning Maya at least to some degree.
Opportunities available to me:
-Organizational skills can be taught at any time, there are many self help guides available on the internet.
-People management and mentoring skills are available to me with class, I can teach them Zbrush and industry workflows for alternative techniques for example.
-Knowledge of console hardware architecture can be looked at on the internet, I could probably write about it.
Threats to this progress
I’m Dyspraxic, naturally I’m a fair bit of a clutz and it’s difficult to train out of me.
Time, it’s always a threat, Rome wasn’t built in a day and sometimes learning all of these things can take in excess of a year.
College, they may not allow me to hold a class, but I seldom think this will be an issue.