Hey guys,
I will make this topic short and very straight forward. I have 5 years of work experience as game artist. I'd glad to say that I also have a solid pipeline skills (modelling / sculpting / retopo / texturing / Using UE4 efficiently / game optimization / Lighting and solid understand of VFX in UE4)
Id personally think that the industry is shifting into automation starting from quixel megascan covering almost everything in the environment and recently the metahuman introduction which basically will do the same thing with characters. Things are moving fast, as showing. Apparently game art is heading towards automation to an extend.
I would like to hear some opinions regarding the matter if as game artists should specialize or generalize taking into consideration how the industry is quickly shifting.
Cheers
Replies
Be warned life may have other plans for you
Robots are going to enable you to keep up with increased demand for fidelity and the ever increasing scope of projects
in answer to the specialise vs generalise question..
If you mean within a specific discipline such as prop modelling then there's always a use for people who can do all the things and always a use for people who are really a good at specific things (eg. hardsurface or organics).
If you mean in the traditional sense of an art generalist - that's a dead role. Studios used to hire them when technical art wasn't a real job
Edit:
Probably worth adding the caveat that I'm speaking from the perspective of someone who works in the UK, primarily at medium to large AA/AAA studios
But the amount of content required for realistic games is growing so fast with each generation that even with megascans and metahumans you'd still need a lot of extra art to fill in the gaps.
But this is a trap beginners often fall into. You're not just trying to make a realistic environment or characters. Realism isn't really the goal. You're trying to make a game that sells well. You need something that stands out from the other games. Not to make something that just looks like you've used metahuman and megascans.
This industry attracts a lot of people who are very technically skilled. However what actually sells games is not just technical skills in art. It's artistic skill. Which is the ability to get people's attention using images. Libraries of pre-made art won't replace those skills.
I've been working as generalist for years, but i needed to specialize in a few disciplines. The more disciplines you cover, the better, but it's good to be specialized in a few of them, like modeling or texturing (-covering all, including mapping-, characters, props, scenery, etc.).
Too many years ago there was only 3 groups, modelers, animators and coders. But right now, we see that animators doesn't rig (at all).
Anyways, being a better artist is what really matters. The more you know, the better.
If you generalize by trying a billion 3d programs that do the same thing or dabble in different disciplines "just because", you might get a little further than if you just stared into space wondering what to specialize in, but you won't get much further than that. Generalizing is more about problem solving. Need a character that plays the role of high dps in pvp battle tetris? Learn to design a character the communicates its gameplay role, is expressive, but doesn't take forever to create. Learn to design ui to figure out how a character would appear in a pvp tetris game. Learn to design animations and effects that communicate how its abilities are used. No need to dive into complex software like Ziva if a 8 frame sprite animation works just fine.
I would recommend building a "T" shaped skillset. Meaning, its good to specialize in something and go deep, but still generally keep a broad generalist knowledge.
Also, on the following :
" Things are moving fast, as showing"
I may sound like a bit of a contrarian but I would argue that some things are getting incredibly slow, actually. Just because the datasets we can now handle at runtime are growing larger and larger with greater and greater accuracy, doesn't mean that the tools to interact with (let alone create) these datasets get faster too. Even the Metahumans editor running as a streaming service (hence in theory leveraging powerful GPUs) is slow and sluggish ; and creating stylized content is getting slower and slower each year too as the singularity point for stylized art has been passed quite some time ago (in the sense of : stylized art requiring more care, detail and time than an equivalent real-life action figure, and now reaching the level of precision of animated CG feature films ... while also requiring many other extra steps for optimization).
Also, there is a certain level of marketing deception going on with game engines and art creation tools. The trailers may look great, but that doesn't prevent some workflows from being incredibly tedious. Looking at you, UE4 redirectors.
If anything I would say that the most hire-able people are the ones who are very aware of these things, developing workflows that bypass most of the common assumptions about game art ("model everything > retopo everything > bake everything > texture everything").
Meanwhile Nintendo will still laugh their way to the bank by relying on the lightest and fastest art creation workflows possible, and getting fantastic visuals out of them
- It can be largely dependent on where you are located, and closely related to which studios are in your immediate area. That said, remote work makes the point moot, perhaps especially so during Covid time.
- Becoming a "T" shaped person with a deep knowledge of one particular skill and supporting talents that branch out are true both with work and life.
- A further aside about "the big picture" would be to retain flexibility regarding your expectations as @oglu mentioned above, r.e. life's own plans for you!
Take it for what its worth, but anecdotally I can tell you that most of the people I had gone to school with who wanted nothing more than to model high-fidelity creatures, or badass hero characters, ended up generalists! I think the key would be to become proficient enough with one thing to get in the door, then prove you're versatile enough (your added value) to be kept on for future projects, even if the role isn't precisely what you wanted to stick with!