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Art tests for 3d character artists jobs

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polycounter lvl 5
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focus_method polycounter lvl 5
I am curious what these art tests are consists of ? 
I contacted a lot of companies to get an art test to see how it goes but they said it  doesn't work like that, that's why i wanted to ask you guys here because probably some of you work already and passed through this process.


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  • Solid_Otter
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    Solid_Otter polycounter lvl 6
    From what I hear, a company will send you an art test if your portfolio hits the quality bar, but want to see how you work when given a prompt. I might be missing a few details here. 
  • Zi0
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    Zi0 polycounter
    I did a couple of art tests, in my case I would receive an concept that I have to translate to 3D.
  • Alex_J
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    Alex_J grand marshal polycounter
    You probably heard "train hard, fight easy" before, right?

    So to put that into effect in an example:

    You wanna work at blizzard, let's say. So before sending application to them, I'd first make sure I could make a character that looks as good as their most recent title -- or better yet upcoming title if they have any on showcase. Don't worry how long it takes, just make sure the quality is the same. If you cannot tell if the quality is the same, get feedback from others. Do that anyway because sometimes it's hard to see your own shortcomings.

    Second step, make 10-20 more characters just like that, trying to improve your workflow until you can make one from a concept in about forty hours. That means, having it displayed looking good in a game engine.

    Then you should breeze through any art test.
  • NikhilR
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    NikhilR polycounter
    40 hours to make a full character in game engine isn't realistic, though depends on concept and style too.
    In my experience, art tests are given more arbitrarily, or usually part of policy. There can be an incredible sense of disconnect between HR administering the test and the artists reviewing it simply because of how the corporate structure operates.

    Like EA gives art tests simply because, every applicant picked gets one. The quality bar is also very fluid, more dependent on what they need at the time and how desperate they are then how good you might be. There is no standard or bar that they set, or if there is its something that can change at any moment.

    There is a lot of disparity among applicants and the art test in this case really focused on what you could deliver in the stipulated time.
    (In my case the position disappeared so it was 3 months of waiting for nothing)

    For a character art test, atleast the one I did had a head model, I believe they have a full model (quite simple) for their cartoon games.
    They give you a week to get as far as you can with the concept. If you search google for EA Art test you'll see them and some of the applicants that received them.

    All in all, I wouldn't worry too much about art tests, do try to get to know people higher up in the industry since their referral is usually what gets you through the red tape and sycophancy.
    As an artist keep pushing your brand for yourself.
    And be very aware of the market you're applying in. Might be an easier time in a place that is less competitive.

    Also art tests aren't usually paid (whole thread about that) so be vary of that when you take up one.
    Sadly most people here are far too desperate to get into a AAA company so very easy to take advantage of their naivety.

  • Alex_J
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    Alex_J grand marshal polycounter
    40 hours not realistic? I just doubled the time it takes me to make an "average" character model. I am talking about total working time here, not like workday hours (i.e. you might spend half the day dinking around not really working in an 8 hour day).

    When you keep design the same but iterate on workflow and refine quality you can really make some drastic improvement. The first tiger I made took me three months to make. Later I remade it almost entirely from scratch in 3 days, and improved the quality. Once you got your workflow down and all you gotta do is focus on refininig quality you can start making drastic improvments.

    Same thing with characters I made for a game. My first ones took awhile and I ended up scrapping them, but after making like 5-10 then I knew what I was doing and could make multiple characters in a day. Not AAA quality but that's just a matter of putting in more time is all (and having AAA concept to work from).

    Anyway, point is, whether its 20 hours or 100 hours, if you keep your style consistent and jsut iterate on it, you'll get really good at it and then you can have more confidence than going into something feeling untrained and untested. Even if it's all bullshit in your head, if you go into something with confidence you gonna perform better than if you feeling insecure.
  • slosh
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    slosh hero character
    40 hours for a AAA character is indeed not realistic lol.  But I don't think that's what OP is asking.  Basically, you don't get art tests by asking companies.  You get one once a company has viewed your portfolio and they see some promise in you as a potential applicant.  Then they may want to see if you can hit the style of art they are looking for with an art test.  So, it's not something you really ask for...its based on if a company wants to test your abilities to match their style.
  • NikhilR
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    NikhilR polycounter
    40 hours not realistic? I just doubled the time it takes me to make an "average" character model. I am talking about total working time here, not like workday hours (i.e. you might spend half the day dinking around not really working in an 8 hour day).

    When you keep design the same but iterate on workflow and refine quality you can really make some drastic improvement. The first tiger I made took me three months to make. Later I remade it almost entirely from scratch in 3 days, and improved the quality. Once you got your workflow down and all you gotta do is focus on refininig quality you can start making drastic improvments.

    Same thing with characters I made for a game. My first ones took awhile and I ended up scrapping them, but after making like 5-10 then I knew what I was doing and could make multiple characters in a day. Not AAA quality but that's just a matter of putting in more time is all (and having AAA concept to work from).

    Anyway, point is, whether its 20 hours or 100 hours, if you keep your style consistent and jsut iterate on it, you'll get really good at it and then you can have more confidence than going into something feeling untrained and untested. Even if it's all bullshit in your head, if you go into something with confidence you gonna perform better than if you feeling insecure.
    I meant for an arttest, when they give you 7 days, its not realistic to ask for a full character done in a week (40hrs), unless maybe plants vs zombies?
    For something like what they have in their sports games, a head is all they need, asking for a full body, simulated clothing upto game ready may be possible, but I personally won't do it unless I'm paid double. (to account for undue stress, though lol they don't pay anything.)

    In studio for something like this, you're expected to iterate of course, but the total time is a month to 2 months, then testing follow by more iterations and then the asset is called final.

    Like in my current job (3rd party QA) that I do to supplement freelance, we've had models that are 6 months old going back for iteration, so not sure if they are finished if ever.

    But for art tests, no way would I kill myself to do a full realistic character to the quality I have in my portfolio in a week
    And besides its just not worth it. I can't understand what they would gauge from such an exercise since you cannot under labor laws be forced to work this way in studio (unless you're in some third world country/ are an idiot)

    For that matter I doubt even if the test for me had worked, highly unlikely I'd be put on faces right away, likely to do basic retopo and some touch up working at 1/10th the speed of the art test because of how the pipeline works.

    Its the main reason why I don't understand why juniors starting out need to have senior level portfolios if they're not going to be paid senior level or given the responsibility to justify it.
    And when you see the actual portoflios of people that have "made it" there is so much disparty in that gold standard it makes no sense.
    So no sense in beating ourselves about it.

    In many ways it really comes down to studio management. Even with top tier artists end product can be shit, Mass effect andromeda's student quality comes to mind.

    An unpaid art test is usually a total waste of time, unless you were looking to demonstrate specific skills like knowledge of engineering principles to make Horizon Zero Dawn's mecha dinosaurs.
  • Biomag
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    Biomag sublime tool
    For a realistic head you get roughly a week to do it in production starting from a base mesh. So yeah, 40h are nothing for a full character - more like 200+ for a full one. You get a limited bust from me within a week for an art test - and for that you can be sure it's going to be 12h hours per day through out the whole week. Just from experience - AAA-hair-assets alone (for realistic characters) from scratch are 1-2weeks of work depending on how complex it is.

    I also don't see anyone doing 10-20 characters to make the jump. This isn't muscle training. Sure you start getting faster, but just pumping out a mass of assets doesn't mean you are improving. Those who I saw making the biggest improvement usually have it happen with a single and slowly approached asset where they focus on learning. Afterwards you can start focusing on speed, but speed is usually a thing that comes only once you really start understanding what you are doing. Running a thousand miles in the wrong direction doesn't mean that you will reach your goal. You might gain stamina, but if you miss your mark its pointless.



    Art tests are usually very different from place to place and what they want to see. For characters its often about doing a bust, but if you are meant to do mainly hard surface or clothing it might be doing an asset from those. Its also roughly a week or 2. Still it might end up being timed. You will find a lot of thread regarding this topic on polycount.

    An honest piece of advice - if the time is too short you will probably not be ready to work at the place. Which isn't a bad thing, it just means someone needs more experience.
  • Alex_J
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    Alex_J grand marshal polycounter
    I'm not talking about going through the motions mindlessly here. It's to be understand that when you make your 10-20 characters you are spending every second looking for ways to improve every aspect of what you are doing. That's just how you have to work no matter what if you wanna improve at anything.

    So I'm not suggesting to focus on speed. What I'm trying to impress is a mindset that you need to do a certain amount of work before you can expect to be ready for a task. You make your big leaps forward by making mistakes, so the more you expose yourself to the chance to make mistakes the more you gonna learn.

    Anyway I agree with what you guys are saying and I'm not saying the contrary. I think lotta times people don't realize how much work you gotta do, how much failures you gotta make, before you can expect to be really good at something.
  • NikhilR
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    NikhilR polycounter
    That's just it though, I'm not sure what an art test is meant to gauge really.

    I'm sure certain companies that genuinely require it do administer it fairly, but for the larger corporations is just mindless protocol seeing as literally the art test says, "its okay if you don't finish, we just want to see how far you go."

    Like its difficult to know whether they are actually serious about it themselves.
    About the 10-20 characters, every character done definitely improves your hand eye coordination and observational skills, but is all that properly assessed through an art test? 

    And what is the potential hire actually meant to do in the studio, if he's really good at heads, will they take work from a senior and give it to him?
    I was literally asked at an interview if I would like to do boring work, quite an unconventional approach.
    Then again a bunch of my classmates were tossed right into the action. Nothing creative in the sense that the kind of feedback they received prior to hiring they'd assumed they would be doing something more talented. 
    This was like making a sandwich at subway, so what need was them to be top tier? Not like the company was evil, they just don't do that sort of work though from a marketing perspective they need to act like they do, though I'm still not entirely sure why that is or if it actually makes any meaningful difference to their bottom line.

    What I find interesting is that when it comes to portfolio's the sing along here is more from the perspective of the movie "Greatest story ever told." like every junior artist needs to become some kind of artistic genius because that's what is truly valued by companies.

     And when I look over hires I just can't see that, like yes they know the fundamentals, but there are other factors that have more to do with who they know and how the business is run. Its corporate politics not art.

    When you actually look at properly it seems to be more like the movie Caddyshack.
  • Biomag
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    Biomag sublime tool
    @Alex Javor  I get what you are saying, just for beginners it might send the wrong message, where mass equals improvement, while usually vets actually the contrary advice. Also the hours that you wrote might give the wrong impression what's expected. The problem being mainly those being questions you are going to see far too often from people starting - 'How many models do I need in my portfolio?" - 'How fast do I need to be?'

    But yes, proper practise makes you faster and better. The actual working speed vets have goes beyond what people can imagine, but it is completely secondary to the skill level needed to get the job. Usually you reach the necessary speed level automatically once you develop the eye for art because the second one takes far longer to train. That's also why I am saying, people shouldn't worry if they can't deal with the speed required by the art test because that is probably a sign that they wouldn't have the skill level required anyway. Once you are good enough to finish the test properly on time you most probably are also once of the candidates who will make it to the next round and actually not be overwhelmed by the job itself.
  • slosh
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    slosh hero character
    Yea, speed is secondary.  A lot of the bigger studios have actually said to not worry about any time limits and to just do the absolute highest quality you can achieve on their art test.  If you can hit the quality, the speed can be taught.
  • Alex_J
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    Alex_J grand marshal polycounter
    Just for the sake or argument, couldn't you say the inverse is true?

    As in, you got two candidates. One misses the quality mark but he can work really efficiently, knows a broad amount of workflows. Maybe they've made a few indie titles with so-so art but they can do a broad range of stuff and are adaptable in addition to being quick.

    Candidate two can make one specific type of character look really good, but that's about all they can do and it takes them forever. Seems like most the "best artist" i see on artstation are like this. Their work is beautiful and amazing, but all the characters kinda look the same. Nothing wrong with that of course, specialist has their application and all, but what happens when the project goes sideways and you gotta change the art style dramatically? This does happen right? What do you do? Just lay off that specialist?

    Which is more useful? You can teach one how to work faster, but maybe he's just a bit dimwitted or can't hold much info in head so simply cannot work fast. Maybe he's smart and it's easy to train him to work faster.

    Maybe the other just doesn't have the eye for quality yet, but how much work is it to say, "nope, its not there yet. Fix this area  and get back to me." Maybe that totally works, maybe it doesn't.

    But it seems like, in either case if canddiate is just short in either area, why is short on speed a worse trait than short on quality?

    I mean you guys got the experience so probably you could say, "well every time we bring in a newbie and they werent up to par on quality, it ended badly and wasted money." but just from my own experience working with other artist (and people in other disciplines), usually with a small bit of guidance they increase their quality dramatically in short period of time. I've actually found it easier to guide people on hitting a higher quality because it's a simple matter of pointing out the flaw in the work, and then they can find the way to fix it.

    Whereas if somebody just has one lousy workflow they know and aren't quick on picking up new ones, then you gotta sit there and walk them through step by step.
  • Alex_J
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    Alex_J grand marshal polycounter
    @Biomag , in my own experience, getting over the hurdle of technical issues so that I can focus on the art without any frustrations or limitations in my workflow has helped me improve a lot. Seems like jsut two different ways to end up at same place.

    but then I learning almost entirely alone (well using resources like polycount of course, but I got no face to face mentor time at all), and of course I am just one individual. But I know a lot of my earliest work suffered not because I had bad eye for quality, but simply because it took all my energy just to figure out the kinks of the software i was using.

    When I look at post from other beginners, a lot of time i see (or think i see) that same frustration where you got an image in mind but you can't make the tools work to accomplish your vision. Not saying the beginner has keen artistic eye right off the bat -- just that when it takes them 100 hours just to figure out zbrush, and then another week to make sense of baking,  the amount of energy left over to redo things for qualities sake is pretty thin.
  • Alex_J
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    Alex_J grand marshal polycounter
    Like, if i was searching for new hire, main thing I interested in is how easy they are to work with,  if they can take in feedback and return accurate corrections based on it, and do so quickly (and without emotional/ego backlash). So really for me I'd want somebody who is more efficient technically and has the good communication skills to understand orders and iterate on them quickly and accurately.

    This couldn't be easily identified in remotely administered art test. It requires more effort. But I don't think there is anything more important than forming your team well. Everything depends on the team.

    Would be better to hire the person on probation for a few weeks and test them for fit. To make this feasible though it can't be contract based work where you dump people the moment they are out of usefulness. You need long term employees who invest themselves into the company. This completes full circle of give and take, which is necessary for long-term sustainability of the organization.
  • Biomag
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    Biomag sublime tool
    I don't want to derail things here regarding speed vs quality. But learning speed is a simple matter. I can teach you how do create AAA-hair assets within 2 days within a few minutes by just mentioning a couple of Maya (basic) functions and showing you my approach, but if you don't have the eye to work independently I can't teach that to you within mintues as seeing things properly is extremely hard.

    Things like efficient modelling, proper uv-layouts, some quality of life approaches,... are things that determine speed and you pick them up over time. Sometimes just using tools in a different way. Once somebody shows them to you, you basically understand them. Some of the technical stuff that gets more complicated might need some effort, but over time you learn it as well. Thinking that the image in your mind is already good enough for professional standards is probably already half the reason beginners struggle. Art isn't as simple even if it looks that way. From very stylized to hyper realistic there is a shit ton of stuff beginners simply don't see. They think they do until you explain some basics to them and suddenly a completely new layer that has been infront of them the whole time gets exposed. This is why I go for professional concepts and solid references as basis for my art more and more instead of trusting myself. Not having the eye for quality is a far bigger issue than not knowing a tool or a technique.
  • slosh
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    slosh hero character
    To be honest, a good character artist can do both reasonably well.  But I think building tech speed is easier then artist eye.  As for your example @Alex Javor I wouldn't take either of those candidates unless it was for a jr position at which point I would give preference to the individual who had the artistic quality with the intention of getting them up to speed on pipeline once they were on the job.  Ideally as I said, you want someone with high quality art that has enough pipeline knowledge to be efficient and independent.
  • Alex_J
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    Alex_J grand marshal polycounter
    okay thanks guys, yeah sorry for derail.  i get what you guys are saying and all, but in general i feel differently but maybe that's because, if i am looking for help, its like one or two guys i need to make a full game with. Versus a specialist doing small task on big team.
  • Biomag
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    Biomag sublime tool
    I will add this because it actually is related to the art tests - don't underestimate the other candidates - just because you are struggling with something doesn't mean the others are. There are plenty of seniors/intermidiates out there going for the same jobs as beginners. This is the reason why entering the industry is so tough.

    @Alex Javor
    You assume that because people are specialists in their job that they couldn't do the other things. If I look around the people I worked with I seriously doubt many of them would struggle in small teams. Their expertise would be wasted, but they had an eye for art far superior to the average beginner, their technical skills were based on years of experience, some very specialized, but many software/technical skills are shared between disciplines and they were capable enough to keep jobs over years as well as working in teams.

    If you are picking a handful specialists out of probably several hundred applications you most probably are not going to have to take many compromises in these areas. The thing that I noticed the higher quality the company is known for the better the average artist is in all those mentioned fields. The younger artists around me right now need very little if any help and when then to reach the highest quality at very high speed in technically demanding environments. They are not struggling with basics or are hard to work with in any way.
  • Alex_J
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    Alex_J grand marshal polycounter
    I was talking about less experienced juniors though.

    Yeah I am making some sweeping assumptions though. Not very smart and maybe a bit of jealousy on my part, but a lot of times i look at big name character artist work on artstation and i can't help but think, "but all their art looks like the same thing over and over." And I don't really mean that in negative way at all... it's just that I can't imagine myself enjoying working like that. Just personality.

    Not just big names. Also seems like when i review a portfolio of a junior who just broke in, I also see the same trend. They'll have a few really nice characters, but all the characters have a similar face structure. They are all displayed with similar lighting. They all have similar materials. And clothes. And shapes. I mean I get that every artist has their own style and all but... I dunno if I am gonna hire these guys I think the first thing I'd do is throw a test at them that is completely outside their style. Cause I don't need one-trick pony. I need somebody who can accomplish the mission no matter what changes.

    I am sure the kind of job candidate you want really depends on what your studio's needs are. And I am sure that if I hired your or Satoshi and was like, "yo dawg i want 50 characters in such and such style, and fifty more characters in totally differnet style, and I want it made with this new experimental tech," you could totally do it. But you guys aren't noobies though. And you gonna be expensive. If the quality bar I need isn't "we gotta outdo the next naughty dog game" then I just want somebody who is cheap (less experience) but is technically proficient so they accomplish wide variety of task.

    I mean, I'll just be straight up -- I think AAA's obsession with cutting edge graphics is waste of time and money. I don't see the correlation between better graphics and more money. And certainly not better games. I think most of the art is really in composition, lighting, and color. And that's all stuff that is easy to iterate on.

    I see plenty of okay looking games making huge profits. I see plenty of ass looking games making huge profit. And I see beautiful games that are so poor on design that I don't want to play them. I see studios spending millions making gorgeous games that flop. And the artist who struggled for years to get into that position layed off, fired. So much risk... for what?

    That's bigger picture stuff but point is... I dunno, just working so hard to specialize in such a small niche seems like something I could never do and not something I would want from an employee either. JMO and it's subject to change of course.
  • slosh
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    slosh hero character
    Well, to be perfectly honest, the kind of work you talk about is far less prevalent then specialized jobs.  The majority of game art jobs are specialized.  Generalists are usually only favored at smaller indies and those are few and far between.  So I still think the proper advise to most jrs is to specialize and become really good at one thing.  It's just a far less risky avenue to landing a job in the industry then what you are talking about as a generalist.  No one is telling you to do that though.  If you want to do indie dev, that is a viable path.   But from my experience, most generalists who are truly valuable are Sr level artists who still specialize in one or two areas but are capable of doing more.  It's almost impossible to ask a jr artist to be a generalist because of how much work it takes to become an efficient one.  
  • Zi0
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    Zi0 polycounter
    slosh said:
    But I think building tech speed is easier then artist eye.
    This is very true
  • Alex_J
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    Alex_J grand marshal polycounter
    @slosh , yeah i understand. my goal has always been to make games, art is just vehicle i use to get towards that, so i have different mindset than somebody trying to make career as artist.

    but it is interesting to get your experience on "is it easier to train someone on technicals versus eye for quality" because I had the opposite conclusion (but coming from limited experience).
  • Neox
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    Neox godlike master sticky

    You wanna work at blizzard, let's say. 

    [snip]

    Second step, make 10-20 more characters just like that, trying to improve your workflow until you can make one from a concept in about forty hours. That means, having it displayed looking good in a game engine.

    You can not make an overwatch character in 40 hours. you can probably show that you can hit the style in 40 hours by doing a bust and focussing on certain parts of their look. But a full character is a ton more time.
    There are stylized projects where you can hit the mark in about a week. I wouldn't count Blizzard projects in that category tho.

    Tho it would be nice to be able to wrap things up in a week :D

    Or lets phrase it this way, if you are able to pull it off, we should talk

    haha
  • Alex_J
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    Alex_J grand marshal polycounter
    I gotta admit this is a surprise to me. Maybe I should do a test for myself cause my ideas must be way off. But I thought if you have good concept and you working on a style you are already expert in, how long could it take? You see the shapes, you already know exactly how to model them. You know how to handle the UV's and materials. You know the techniqes for the textures. Just going through the motions if you already practiced in that style, no?

    I mean I know that in actual game project things change so you continually adjust the model to match that. I just talking abou tgetting that initial, MVP character in engine.

    I busy working on my game right now but at some point I gotta try and see how long it takes me to make an overwatch character. I never done that style but I feel like this is a challenge I have to take now.
  • Neox
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    Neox godlike master sticky
    From my experience, without going too much into NDA territory.
    Pretty much Nothing in AAA only takes a week nowadays, doesnt matter the style.
    A character easily starts at 4 times this.

    There are exceptions of course, simple things can be quicker, but an average complex character is not done in 5 workdays.
  • NikhilR
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    NikhilR polycounter
    I gotta admit this is a surprise to me. Maybe I should do a test for myself cause my ideas must be way off. But I thought if you have good concept and you working on a style you are already expert in, how long could it take? You see the shapes, you already know exactly how to model them. You know how to handle the UV's and materials. You know the techniqes for the textures. Just going through the motions if you already practiced in that style, no?

    I mean I know that in actual game project things change so you continually adjust the model to match that. I just talking abou tgetting that initial, MVP character in engine.

    I busy working on my game right now but at some point I gotta try and see how long it takes me to make an overwatch character. I never done that style but I feel like this is a challenge I have to take now.

    Its better to take your time to finish a character to a decent quality. I could challenge myself doing an overwatch character in a week, but I'd want to be paid a lot lot more, though I just don't feel its worth it. 

    Remember that companies do have to account for downtime. Burning out artists by compelling them to speed up, means having more work for them when they are done, unless you're okay with letting them go en masse. 

    Profitability from sales is also not assured, so in many ways keeping things going requires keeping them working.

    Government grant money also needs to be staggered rather than given out in lump sum to be profitable.

    Changes I'd like to see is more money on development vs marketing and moving the studios outside expensive cities with more remote/floating contract work to reduce the per employee cost.

    (I'd read that its 10,000$ per employee/month, large part of that being rent with salary second, its tax payer money paid back to tax payer as salary which is then taxed. Senseless.)

    Also in the studio environment, a lot of stuff gets reused/repurposed, so its very rare that you would have to go through the same process as you would a personal portfolio piece. And many people work on the same asset so maybe in that sense it could be a weeks worth in some cases?

    Which makes the portfolio requirement even more bizarre, but I think that is just a requirement everyone has arrived at given the total lack of transparency in the industry.

    I also think that its unfair to put every artist in the same basket. There are several artists good at making armors, but very very few that can capture a good head sculpt.

    Does that mean that one is better in a studio environment? Its more with what the studio needs at the time, something they likely don't really know themselves.

    Its like that comment on the art test thread about there not being any qualified character artists in Montreal in 2019, there are so many variables and so much you learn of the pipeline on the job, its such a bizarre assumption to make.
  • animativespace
    Pretty much with  a game test they give you  a bunch of art work and you choose one to model texture and light in a required time. I hate these test because 1 most time they are looking ideas to steal and 2 they don't give feedback as to what you did wrong. 
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