so. you're hiring an artist... like, a prop or character artist or something like that.. you've got two applicants.
one of them is a great artist but has no real understand of polygon limits or appropriate texture sizes.. building things in a modular fashion, that sort of thing.
the second one isn't as good art wise, but can build a really clean mesh and knows game pipelines well.
they're both open to learn.. which one do you pick?
I tend to think that the second quality can be taught a little easier than the first, so i'd pick the more artistic candidate myself..
basically I'm just wondering how appropriate everyone thinks this 'optimization' value is in today's industry.
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Personally I couldn't make a choice on the two applicants unless I knew more specifics about what level position they'd be entering at, what their day-to-day tasks would be, the studio's infrastructure and it's upcoming projects.
Generally the optimizer sounds more reliable for work that just involves building off of set concepts, he can hit the ground running and probably won't need much supervision. The artsy guy sounds like more of a visionary type, which can be a great help if your project allows for that creative input. Though he may drive you batshit during a tense production cycle if you're having to constantly clean up his work.
*Edit: Fuck it. Hire both and get them to mentor each other in their respective shortcomings, call them 'ying' and 'yang' around the office, give yourself a pay rise and go home early.
It only makes sense to hire to try to fill whatever holes you may have in your team. :P
Especially if the person your hiring is both willing and capable of learning, putting them in a situation where the environment is bent to the opposite direction that their skills are currently inclined will probably find them quickly learning the other side.
:poly142:
(i in no way condone the above ;P)
Ah, the joys of being a lead/senior, no way i could decide tbh..
Obviously it would depend on the applicant's personality too.
I'd see if the person actually shows a growthcurve in the area he is less good in.
I've worked with people who aren't the best artists (they can hold their own though) but were great at technical stuff, solving things like lighting issues, rigging, optimizing, particle systems.
On the other hand I've heard stories of people who were great artists but eventually even got fired because of their inability to perform effective, usable work.
Just pointing out that there is no obvious one good choice here, it has to depend on other factors. How well a person can learn and adapt, their personality, etc...
there's still a financial crisis going on, so there's probably lots of talented people around looking for jobs.
Arrogant to the point where they felt it was some other person's duty to take their work, and turn it into low poly. And if they were given the task to make the in-game asset, they would literally mail it in (giant red spots on the normal maps, no touching up the photo-reffed textures, and the smeariest unwraps you've ever seen).
Then they'll complain all day about how they should be in film.