I feel the industry is bloated with developers in the United States. By bloated I mean the possibility that there is a lot of competition among those trying to enter the industry and perhaps those in senior positions. Is this a possibility?
If this is true, then I would like to next ask how is it they make money when not employed?
Furthermore I hope no one is bothered by the questions. Thank you.
Replies
Does this mean the industry is bloated? No, I wouldn't say the industry is bloated. Bloated to me would mean there are a lot of useless people filling up space at studios, which hasn't been the case in my experience.
If you've come to the conclusion that the industry is bloated, I can only assume you're trying to find some external source to blame for difficulty getting into the industry, when what you should really be doing is a critical self assessment.
Now, as to your second question, similar to drinking sand to quench your thirst, making money without a job is indeed quite difficult.
just getting licenses and a computer etc is an investment, so they need to know you can do real work from the start, in other industries they might only have to give you a memo book and a pencil.
But there are other ways as well. A good exercise is to take screenshots from a game you like, or better yet, find an art dump from some of the artists who worked on it (there has a been a bunch of stuff recently from The Division for instance). Once you have a target, compare your work to that. If you can't do work as good or better than that, you're probably not ready.
You could also simply post your portfolio on Polycount and ask for feedback, that should give you a pretty good idea of where you stand.
The expectations thing. It's not really all on the school. At some point, they should tell students that knowing which buttons to press in 3DS Max or doing a few Unreal tutorials is not enough to get a job, but at the same time, it's the responsibility of the individual to be able to critically assess their abilities. You could get a degree in english, but that doesn't make you a writer, it just means you have the basic level of knowledge to do the job. What separates english majors working at starbucks and novelists who sell enough books to make a living is generally the same thing that separates your average game art course student from an industry pro, a degree of skill and talent, but more importantly a relentless drive and dedication to the craft.
I still question how one would know if they are qualified for a position in the industry, however.
1. Yay doing art is fun!
2. Yay this looks better than my old crappy stuff!
3. Wow this almost looks cool!
4. Fuck, this is still way worse than what people who are good can do.
5. Crippling depression
6. Years of hard work
7. Hmm, I think I might be good enough now, but I'm still not sure
8. Get a job
9. Imposter syndrome sets in, you still never quite feel like your work is good enough, especially when surrounded by the tallented sort of folks who work in the industry, however, you are sometimes, generally for a short period of time, proud of what you work on
10. You die I guess, I haven't gotten this far yet
If I had the energy to be extra clever right now I would translate this, but the same sort of thing basically applies in learning how to do game art:
Honestly though, I think it's getting better. With an expanding indy scene, and the mobile and VR market blowing up there's a lot of opportunities out there. There's also a lot of jobs doing 3D that aren't specifically in games that I think a lot of new people pass by because it doesn't have the Blizzard/Valve name on them. I'm in Idaho, and the jobs here are really slim pickings. It took me a while to get into games professionally with my freelancing. Before I did, I worked in graphic design and at other multimedia shops. Hell, right now along with my games work, I'm doing freelance 3D work for HP. It has nothing to do with games at all, but the skills I'm using are nearly parallel. New people have to understand that there's a career path in games, but you don't start with the dream job right away. Work up to it by opening yourself to other industries first if you have to.
Are AAA studios bloated? Maybe, for example there's only so many high-fidelity character artist jobs out there. Not many "seniors" in those roles are even out of their 30s and 40s yet, so they aren't aging out. But they aren't really bloating it up either because there are also prospects outside of the AAA world.
The other thing is that turnover and churn are high at most game companies. Jobs are always moving around, not occupied by the same people for decades. If you can get to a high enough skill level there will be openings somewhere.
@Dustin - I don't think it's unreasonable for a studio to not want to mentor someone with that kind of portfolio (mentioned above). At the end of the day, they have no idea if the person will be able to quickly learn the intermediate/expert parts of the pipeline. Imagine hiring someone who you had to mentor on how to efficiently use UV space, how to bake normal maps, how to properly extract information from photos for PBR texturing. All of this info is readily available online. With the surge of full asset tutorials on Gumroad I believe that the only thing that holds people from entry-level studio positions (other than character art) is the drive and determination to really finish small high quality assets.
I believe that mentorship at a studio shouldn't consist of teaching the basic technical parts that can be learned online, but rather the artistic decisions that follow.
I totally agree. However, I think this is also due to the preference of people. Many seem to aim for their first job to be at a "brand name" studio, often somewhere where there is an established art community, where the competition is going to be fierce just because of that. That's where I would say "the bloat" is. Try running a studio in some more remote locations and you'll realize that it can actually be quite hard to attract talent, even though your studio is great and the location is great. But it just ain't the everyone-goes-there-game-dev-hub-du-jour, so people ignore it.
I keep recommending people to try for "no-name" studios and more exotic locations, as long as the studio offers an opportunity for professional growth, to get your foot into the industry. Getting your second job is so, so much easier with some experience on your resume - it doesn't really matter where your first job was as long as you got something good to show.
edit: spelling...Firefox's spellchecker is totally butchering my posts..or is it polycount?
Although I really believe that with the recent surge of quality of tutorials on Gumroad, almost any individual working a 9-5 job has the ability to land an industry job as long as they have a decent computer and are willing to temporarily sacrifice their social life/gaming/whatever else. I do empathize for anyone working longer than that though, as 10-12+ hour days can really tire you out mentally. On a side note, that's part of the reason I don't recommend going the QA route, as the hours are less predictable.
As I said in a previous post, there are TONS of gumroad tutorials. @ZacD even made a awesome spreadsheet of all of them for easy access. Pretty much everything you would need to know can be accomplished by learning on your own.
http://strlen.com/procrastitracker/
https://www.rescuetime.com/
This is my portfolio: http://ivan-kazuya.wix.com/home
I don't have full confidence over the quality of work I can produce compared to production quality, but I'm really good at popping out what I believe is decent usable game models within 48 hours. Furthermore, I'm looking to maybe making a new portfolio in the future. I need to update my resume first.
Your site took more than a second to load, which is more than it ought to take, really. And most of the time, I won't even click a website with "wix" in the name.
Your work shows a strong understanding of the 3D software, but not so much advanced modelling skill, and very little experience texturing. But it also shows you're well on your way. So keep up the good work, but on weebly or something.
I admit to my skills not being that great in texturing and perhaps modeling, I'll definitely have to work on that. I know Arrimus 3D on Youtube has great tutorials, I'll have to take the time and watch him sometime. I'm also moving into learning Substance Painter and Substance Designer. I'm sure with enough practice, I can move forwards from my current 3D skills. Nonetheless, thanks for the critique.
It sure is competitive but it is also much more predictable and rewarding than many if not all other jobs out there, because one's body of works does all the talking. It's a very simple formula.
Regarding hubs (yes, it's anecdotal : I've only ever been to London, and it was very competitive and very expensive, being London. I've never seen so many unemployed artists. I felt there was much less demand than there were artists. Living from gig to gig / hire-fire cycle and being on the mercy of some pointy-haired-boss's ramp up plan sounds not fun. And the guys who get the jobs weren't college grads in any case (unless you count "runner" as a CG job). There were always seniors on the market. Hard to break in imho. That's why I don't get "hubs". And on a buyer's market, there's no need for anyone to offer training. Why train when you can just wait for better candidates? Why invest in a person that's essentially just temporary?
Better pick up a mid sized company that doesn't take on hire-fire monster projects. Those studios usually keep their staff around, because they aren't in a position, brand or location wise, to buy artists a dozen, like the big companies in the hubs can. They have to invest in their staff. However, they have other problems: like higher risk, because they rely on a single game, with little chance to mitigate.
And of course Game dev is a special snowflake - ask any parent or any manager and they'll tell you how special their business and their industry is. And the games induistry especially thinks very highly of its kids I'd be surprised to see change within my work lifetime. Heck, we still advertise open offices as "innovative" and "cool" and that "free fruit" is the king of all perks.