Dual Identity: Being an Artist and Writer
Monday, July 14th, 2008Author of this post: Abby Goldsmith | About Blog Authors »
Why did Rome fall?
What do women want?
What really happened to Amelia Earhart?
How many angels can dance on the head of a pin?
Are games art?
These are questions that will be asked and answered til the end of time. Every answer will have some merit. I have been asked to provide my own thoughts on the last question. Here goes…
Art outsourcing is a highly debated topic in the game industry. For one of our projects, we outsourced these tiny cut-scenes to an artist in Canada (we’re based in Australia). We got benefits from the arrangement, but also faced challenges that we didn’t predict.
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I started in the Animation industry as a Modeling/Texture Artist at a small Studio in Chicago almost 11 years ago working on a cartoony kids’ video series Veggie Tales. During my 3 years there I not only modeled characters, props and sets, but also got involved in concept design. I then moved to Atlanta where I was hired as a Generalist at Fathom Studios (an even smaller studio of 15 people), to work on the still yet unreleased animated film Delgo.
Before I entered the career field of texture artist, I went and did 3 years on a BA course in ‘computer game art’. Ultimately it isn’t essential in getting a job as a texture artist but it can be a good motivation to learn the basics of 3D applications and how to approach your work. The biggest problem is that the teachings can be based on methods and technology that is a few years behind, while I can only say that about the course I attended, I do still often hear that many other similar courses still share that very same problem today.
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In 1989, the silicon baby started growing into a monster. The consumer was gobbling up hardware and software faster than companies could churn them out. Like every company in the industry, developers were desperate to find good people; good talented people. If you had any art experience, digital experience or even if you’ve ever been in the same room with a computer, you were as good as hired. Conversely, employers began to bend over backwards to keep good people; stock options, training, bonuses, raises…
GameCareerGuide.com, Gamasutra’s game education sister site, put out a stellar article from Robert Chang of iWin about what’s involved in being an Art Director. Robert started off doing textures and concept art for various companies, and soon became an art director, but later left game industry in 2001 to pursue his own projects. With years of experience and having returned to game industry as a studio art director at a game development and publishing house, Robert has great advice for any game artists aspiring to advance their careers.
Wes Jenkins, a catch-all media industry veteran, gives us a flash of the past in the first part in his mini-history of interactive media artists. “A full knowledge of art (drawing, perspective, color theory, layout and anatomy) was critical. Typically, these skills were gained by a long stretch in art school and the associated drinking.”
When I began employment at WayForward in 2001, I was the only female among the 12-20 employees (at that time). This wasn’t a role I sought, as it can be uncomfortable to be the only one. But the animation program I went through in college was about 80% male, so I was used to the ratio. There isn’t much difference between men and women in a work environment.
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Know Your Tools
After you’ve decided your primary art career focus (see Career Paths from last week)—or at least your initial focus—it’s time to start learning the software. 3-D and 2-D art packages have zilch to do with normal office software like word processors or spreadsheets programs. Although learning on the job is a possibility for some aspiring artists, it may not be a practical training solution for many. And you can’t fake your way through this stuff. As a staff artist candidate, you must know the tools of the trade to be successful.