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How They Got the Job:
- Came from a variety of backgrounds, but all learned a lot of coding and art
- All needed traditional art experience at some point in their education
- Started out more general before focusing on what interested them and specializing
Important Job Skills:
- Being easy to work with is most important
- Be willing to problem solve
- Prioritize what's most important and most noticible
- Be up to date on tech in the industry
Life Advice:
- You can learn from everyone so treat everyone with respect and an open mind
- Go for a Master's degree before you find a stable job and lose the mindset for education
Production Process:
- Pre-Production
- Usually the longest
- Defines the length of the production process and the budjet
- Time spent working on patches, bugs, and any DLCs is decided in this step
- Also decides the art style, story, and game mechanics
- Production (alpha)
- Start creating things not expecting them to work
- Lots of bugs at this point but only game breaking ones are dealt with
- Production (beta)
- Start refining and polishing things
- Start dealing with smaller bugs
- Final Steps
- Minimize changes as each change affects other parts of the game
- Art locks, at a certain point artists are prevented from making further changes
- Optimze art and VFX to help the game run smoother and faster
Workflow:
- Concepts: concept artists and producers generate a plan and vision
- Concept Design: level designers, game designers, etc. mock up idea and then create the unpolished version
- Art: enviroment artists, character artists, etc. polish the previous designs
- Lighting & VFX: lighting artists and VFX artists finish polishing the graphics
- Workflow is organized by how changes affect different jobs (ex. lighting and VFX are the last step because they are affected by changes to the art)
- This workflow is not as clean in real life, steps are being done in tandem and different steps interact with each other in complicated ways
- Each change cascades out and affects other things so it's important to focus on making meaningful changes
Lighting:
- One of the presenters was a lighting artist
- Important to set mood and tone
- Balencing player experience (visibility, clear what they're supposed to do, etc.) with artistry (composition, mood, etc.)
- Balencing player experience with realism (ex. lighting things that should be in shadow so it's clearer what the player should do next
- Difficult to optimize
Tech Artist:
- One of the presenters was a tech artist
- Create tools and shortcuts to optimize art and streamline art processes
- Work with lots of different departments
Programs Used:
Resources:
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