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% Environment vs. Character Artists

Ryno
polycounter lvl 18
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Ryno polycounter lvl 18
For the games that you have worked on, what percentage or artists were environment/prop specialists in relation to the number of character artists on the team? Effects/Vehicle/Weapon/etc. artists should be included as environment/prop artists for the sake of this poll. Character artists would include modelers/character z-brushers/character skinners/riggers/animators, etc.

If an artist splits time doing some of each, try to estimate the percentage of their time spent on respective areas.

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  • adam
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    adam polycounter lvl 19
    At Threewave, we don't have a single character artist. Our line of work doesn't require it. The team I am on has 10 env. artists and 12 level designers.
  • Xenobond
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    Xenobond polycounter lvl 18
    Not counting concept artists, it's within ~5 people of being 50/50 here at Mythic.
  • rooster
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    rooster mod
    hmm we dont have a distinction
  • Joshua Stubbles
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    Joshua Stubbles polycounter lvl 19
    I *wish* I had that problem. At Magic Lantern, I was the only environment artist. at 5000ft (during Daredevil) I was the only fulltime environment artist, with 1-2 'backups' that helped finalize holding textures, etc. After Daredevil was canned, I was the only environment artist....again. Booo :'(
  • thomasp
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    thomasp hero character
    10:8 i think was the ratio character vs. env/prop guys on my last one. before that it was similarly split in half. and we character guys have nothing to do with rigging and skinning, let alone animating.
    it was a very character-centric project tho but here it seems frequently more or less evenly split on projects.

    what's the purpose of the poll?
  • Ryno
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    Ryno polycounter lvl 18
    After some people bitching about the number of contests with a character-based slant, I was curious what the industry stats were. For all of the project that I have worked on, there were quite a few more environment/prop artists than character artists.

    It also seems that 90%+ of all students want to do characters, when they might be better off exploring other avenues for employment. It seems that even if a student is interested in doing environments, weapons, or whatever, a lot of schools and peers still push them to do character work.

    I was just hoping that we could get some rough numbers to see where the jobs were.
  • Renaud Galand
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    Renaud Galand polycounter lvl 19
    We're are only 2 character artist @ 10tacle, for 6 env. artists. But between 2 characters, we're helping by making specific static meshes and other blocks, hey it's cool too !
  • Mark Dygert
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    81% Environment Artists here, but we're a weird nitch in the industry, and I wouldn't say we're normal.
  • Tumerboy
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    Tumerboy polycounter lvl 17
    Normally I'd say we're about 75% env & 25% character artists here. (I tend to think modelers/texturers with this question)
    But throwing Animators into the mix shifts things a bit more toward 50/50 here.
  • Tulkamir
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    Tulkamir polycounter lvl 18
    50/50 on the dot. We're a tiny company though, so I don't know that we'd be the norm.
  • EarthQuake
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    Onsite we've got 5 people doing enviro stuff(levels and enviro art) and no character artists. can someone add a poll option for 0% character artists? Lolez We're about 5-7 envir depending, and 2 character(johny and per! = gay)
  • MoP
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    MoP polycounter lvl 18
    We have an art team who are fairly good at characters and environments all round, so we have people who swap between doing one or the other depending on what's needed. Generally we need a lot more environment work than characters, though, so I voted 75% environment.

    Our level designers contribute a lot to environment art too, so I think that will balance out me not counting animators as character artists.
  • Ryno
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    Ryno polycounter lvl 18
    Yeah, when we have to do character work, we also have people flip from environment to character artists. I think this is pretty typical if you have a versatile team of experienced people.

    Well so far it's looking like 75% of the companies out there have more environment than character work. This kind of supports my general confusion why there is an emphasis of character work in most online competitions and from most game art educational programs, as it doesn't appear to be an accurate representation of the industry's needs. Not that there's anything wrong with character work of course. It's just odd that there's such heavy promotion of character-centric showpieces.

    If you're a professional, please let us know the ratio for your company if you haven't yet done the poll. Thanks.
  • TheWinterLord
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    TheWinterLord polycounter lvl 17
    Mop how many people do you guys have that are doing the vehicles and weapon models?
  • Wells
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    Wells polycounter lvl 18
    i'm surprised you're confused. a lot of people think character work is more interesting/more important/more betterest. contests are not accurate representations of reality - they cotton to what will draw the most attention, the most entries. most people outside of the industry dream of seeing their guy running around on tv screens shooting shit - not hoping to make the rocks in the background.
  • thomasp
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    thomasp hero character
    dunno, not to offend anyone and i do believe that you guys are very capable and all but so far i've seen few dedicated env people who can do decent characters as well. the other way around seems to be the easier route apart from a lack of lighting-practice and specific env optimization techniques. just my experience so far, now go burn me if you want to. ;)
  • MoP
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    MoP polycounter lvl 18
    thomasp wrote: »
    dunno, not to offend anyone and i do believe that you guys are very capable and all but so far i've seen few dedicated env people who can do decent characters as well.

    Doesn't matter, since they're environment artists... all they do is make environments, so obviously they should be very good at it.

    I don't care if an environment artist's character work is not very good, or they have a poor grasp of anatomy or whatever. It's a non-issue, since they may well have a much better understanding of architecture, structure, and layout that any character artist would have trouble trying to grasp.

    And by they, I mean we.
  • Ryno
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    Ryno polycounter lvl 18
    I wasn't trying to stir up a question of who has more artistic skill, so let's please hold that for another thread.

    This poll was posted to determine where the bulk of the work is in the course of game production. My comments about challenges were just a minor footnote, but I am concerned about the number or game degree courses and wannabe professionals that have such a character-heavy slant. If this does not represent the realities of the game industry as a whole, this should be corrected.

    Of course hobbiests will do whatever they like, but art and tech schools should not focus 90% of their curriculum and students portfolios on characters if character work actually only makes up 15% of the game art jobs.

    I am hoping that this poll might help to demonstrate where game companies need talented artists. If this might help some hobbiests or students to direct their portfolio accordingly, then I am happy that this has helped them.

    Other than that, I was just personally curious. Even here on Polycount, if you look at P&P, it seems like 80% of what you see is characters. And this is actually an improvement from four or five years ago, where it seems like only one out of twenty or fifty threads was an environment piece. This always struck me as odd as a professional, where for the projects that I have worked on, character work was a very small portion of the overall workload.
  • System
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    System admin
    Wow this is difficult to say, I mean all games are different, some focus more on characters than environments... Realistically it should be a 50/50 split but it doesn't always work like that so I don't know what to vote for, I think it's an individual project thing.
  • Ferg
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    Ferg polycounter lvl 17
    If you want a contest that accurately represents the skills and styles needed most to land an entry-level gig (mainly relevant for students/schools), you probably wouldn't have many entries, as the theme would have to be something like "make a realistic, modern car" or "model and texture a bunch of metal pipes going into a box on a wall" or "make some light fixtures that look as much as possible like these photos from ikea"
  • Slainean
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    Slainean polycounter lvl 18
    I'm glad you made this poll because this has been on my mind lately: As someone who is looking to get a job in the industry, should I just switch to environment art completely?

    I like doing both, but I had the intention of gearing my portfolio towards characters because that's what I prefer. However, as the results show, and as I've noticed browsing job openings, there's way more demand for environment artists. So, naturally character art is way more competitive.

    Should I just crank out environment art to get my foot in the door, and then see about switching to character art? I feel I am capable of doing both, but it seems most employers want artists to specialize. I realize exceptions are made in some cases, but I'm no prodigy.
  • ebagg
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    ebagg polycounter lvl 17
    At its peak Sandblast had around a dozen environmental artists and we peaked at 3 character artists, with one character concept artist and one environment concept artist. As a character artist, I did also work on several weapons and props, as did my fellow character artists.
  • Flynny
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    Flynny polycounter lvl 9
    Interesting Poll ;)

    Funnily enough I love doing animation and I'd actually say I have a guilty pleasure in Enviro/Level design. (but im totally crap for the industry so :poly136: )
  • Ryno
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    Ryno polycounter lvl 18
    Slainean wrote: »
    Should I just crank out environment art to get my foot in the door, and then see about switching to character art? I feel I am capable of doing both, but it seems most employers want artists to specialize. I realize exceptions are made in some cases, but I'm no prodigy.

    Slainean, this is a good question. I'd say you have to question what you really like to do. If you really like doing characters, but don't really like doing environments, it will probably show in your work. I mean, even if you manage to grind out a couple of pieces for your portfolio and get a job, what happens then? After a year or two will you just be fed up with the work, and will your employer fed up with you? This is something that you have to determine for yourself.

    If however you like doing environment work, but currently like doing characters a bit more, then I don't see any reason why not to give environments/props a shot. I originally thought characters were the shiznit, just as many others. But once I got in production and really thought about how I like to play games, I just found environments much more satisfying. This is totally personal.

    I thought about all of the shooters that I play and how I loved a beautifully put together level. A good one just feels so immersive. Then I thought about the characters, and realized that I am generally just concerned with shooting them from 50 yards and moving on, without giving them a second glance. When I put all of this together, it's not shocking that I really enjoy doing environmental art.

    But when I was in school and first breaking into the industry, there was all of this pressure to do character work. I'm a decent artist and can do it, and do enjoy characters, but feel my time may have been better spent learning more about the sub-field that I ended up in.

    It's looking fairly obvious from the poll results that there are lots of options in non-character work if you should choose to pursue it. I hope that this will open some newer folks' eyes to those avenues.
  • Eric Chadwick
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    The reasons for this discrepancy were hashed out awhile back, a good read for anyone who wasn't around then...
    Lack of Environment Artists
  • okkun
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    okkun polycounter lvl 18
    I think maybe one of the reasons is stated in that thread although not as obvious. There is a perception (false I believe) that environment art is easier than character art so if you can do characters we don't need to teach you environments.
  • Joao Sapiro
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    Joao Sapiro sublime tool
    Okkun , to start environment art ( i mean props etc ) is easier than characters in my opinion , lots of students at my school tried at character and failed since they didnt bother to study anatomy so the moment they made a box and slapped a wood texture they were really happy and went doing more props.

    Before people tit slap me im not trying to bring people down or saying that a job isnt importanta all that existencialist bullshit blablabla...

    Also i think that having a game where the environment "complements" the character work, the story etc are rare , one where i find that is final fantasy games, especially the 10th chapter.Half life 2 was really good at that too.

    This thread is getting very interesting
  • JordanW
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    JordanW polycounter lvl 19
    I agree....I see this thread going places....
  • doc rob
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    doc rob polycounter lvl 19
    Eric, I love it when you appropriately reference old threads like that :D
  • Eric Chadwick
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    hahah. I save good threads to the HDD if they have tutorial-like content. Kevin had some great env-modeling tips further down in there.
  • Mark Dygert
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    That was a good thread. Thanks for dusting it off.
  • okkun
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    okkun polycounter lvl 18
    Johny,

    I don't disagree with your statement. Entry level environment art has a lower entry threshold than entry level character art in most cases. Emphasis on entry level..

    However, slapping a wood texture on a box does not even qualify you as a mediocre environment artist. That is the misconception I was referring to. It's an incredibly deep field that requires wide knowledge of many disciplines to master.
  • Emil Mujanovic
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    Emil Mujanovic polycounter lvl 18
    On my currently project, we have 4 environment guys (could do with an extra 2 in my opinion) and an extra 2 doing environment concepts. The character team has 3 of us, 1 dedicated concept, another concept/design guy that will move onto modeling/texturing and then there's me, currently the sole modeler/texture guy.
    Though I'm constantly going back and forth with the environment guys (I'm like half technical artist/tool guy, half character guy - its weird), helping them improve their pipeline and developing tools/plugins with the coders.
    Then we have our animators (3 of them, maybe 4), who do all the rigging and animating.
    I do find that the environment team here is generally bigger than the character team and we generally could always use an extra environment guy. Especially seeing as the last few titles we've shipped have been car racing titles (no characters required).

    When I first started here, I started out an environment guy, learned a whole lot (and I'm assuming that is why I'm always back and forth with the environment guys). When my current project started, I was on the environment team and I made a push to get on the character team. I honestly still don't know what my defined role is, haha! But my Art Lead and my Producer constantly re-assure me that I'm a character guy :poly142:
    My $0.02

    -caseyjones
  • Jeremy Lindstrom
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    Jeremy Lindstrom polycounter lvl 18
    so many positions and so little call backs... why can't the gaming industry at least send you an email letting you know you didn't get the position or that they even received your resume.

    I'm looking for IT jobs again, since I can't find a friggin env job.. :D
  • Ryno
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    Ryno polycounter lvl 18
    Dekard, I think it's because there are so many applicants that it just takes too much time to notify everyone. I believe that when we put an ad on Gamasutra at one point, we got 30 or more applicants. That's a lot of "Sorry but" e-mails to send. Plus there's the factor that a company's top choice(s) may have already gotten jobs, and they don't want to close doors with the runners up.
  • Mark Dygert
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    Plus there's the factor that a company's top choice(s) may have already gotten jobs, and they don't want to close doors with the runners up.
    We don't send out "sorry but" emails for exactly that reason. But we don't mind if people send us a follow up email asking how the process is going. I'm sure if everyone started sending follow up emails we might stop responding to those also.

    I'm not sure about other areas, but there are 4 local schools that focus on game art and a few schools that offer game art courses. It's enough to keep the market semi flooded with candidates and they all seem to mass mail every local company when they get out.
  • Azreality
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    Great thread! Quick question to those working in the industry, has the recent economic woes hindered getting new recruits?

    I have noticed a lot less job postings for "entry or Jr. level" positions and more Lead or Sr job postings
  • ispaure
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    ispaure polycounter lvl 2
    I am a 3D art student in Canada and I have found this poll to be highly informative. I was curious about the proportion of jobs in character vs environment.

    Although I know I have a lot of work to do in order to reach a level of quality where I can get into the industry, it is nice to know that there are good amount of environment artist positions.

    I, myself, know that I really want to go more as an environment artist. I've always been more impressed with movie and game environment than characters, I like doing it more than characters, so I'll concentrate on getting a job as an environment artist.
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