So this is a topic I've been thinking about, and discussing with some friends and colleagues for a while. It came up recently on someone's social media and it kinda spurred me to make a post here because I'm really interested to hear people's opinions on it:
What is Technical Art? What does a Technical Artist do? How do you define that role?
It seems like the answers to these questions are quite different depending on which person you ask, or which studio's job advert you look at. It seems to be a role which is becoming increasingly in demand as the complexity involved in building games increases, yet there doesn't seem to be a clear consensus on what the field actually is.
What do you think?
Replies
I see it as Science + Art or Programming + Art.
You can get by just fine as a Character/Environment Artist making art that only relies on the fundamentals.
A tech artist creates art by instructing a computer to do it.
Kinda programs in the python for the rigs but not too much.
Fixes bugs and cleans up meshes sometimes for better animation.
They also make sure all the characters are the right and everything matches specifications/
Some times they do the FX work or clean it up.
Some times they do crowd sims and other things in programs.
From my experience, it seems to be a debug and specs kinda guy.
I did this at the first job many years ago.
Which is annoying when looking for jobs. Going off a job title alone, I have absolutely no idea whether or not I'd be qualified for a given position.
I know a while back only riggers / character TDs were considered to be 'technical artists', but that's changed quite a bit - I don't rig or really make many artist facing tools anymore, but rather focus on stuff artists don't see, but still need.
Technical Artist Guidelines
Also we have some stuff on the wiki, but not much really.
http://wiki.polycount.com/wiki/Technical_Art