Hey guys,
I'm here again with another question and dilemma that I'm confused about, I want to be an environment artist in the game industry. I spend a lot of time focusing on props and such for my portfolio and I look at other artists portfolios and I love seeing the environments on there as well as on here that people make and I would love to get a few more environments on my portfolio. My question is, I've been told multiple times that if i want to be an environment artist to focus on environment art well, should I be making props or should I be making entire environments? or should i just continue to focus on both, I understand you need props for your environments but should i spend time building this awesome elaborate prop and getting it into an engine or should I focus on building this awesome looking environment with lighting and many props that are scene specific? I'm confused lol HALP!!!
Replies
That's the path I took anyway, and it worked out for me, but I can't speak for everyone. I've been on the other side when having discussions about possible hires, and it was a sticking point with some people. Their portfolio had decent environments and good composition, but there were never any great or memorable assets that gave you confidence to think that if you gave them an assignment, they'd be able to bust out a great sculpt or a detailed texture.
But honestly, you do want to do whole environments right? Then do them, it's not much harder than that.
Props are just more interesting with proper context, which you get from an environment. If you make an awesome prop, that prop would probably be even more awesome in a proper (pun intended ^^ ) environment.
Hope this helps!
-Michael
Blizzard Entertainment is looking for an exceptionally skilled 3D environment terrain artist for a team focused on next-generation massively multiplayer online (MMO) games. The ideal candidate has experience with organic modeling and texturing terrain assets. It is essential that the 3D environment terrain artist has a solid grasp of form, color, and light for both 2D and 3D art assets. The 3D environment terrain artist must have experience working in a team and have a skill in another art task as well (illustration or concept drawing), and be well-versed in related tools, such as Maya, Photoshop, etc. The ideal candidate works well in an environment of peers who are passionate about making great games.
Requirements
A minimum of 2 years experience in game development modeling and texturing environments using Maya and Photoshop (or equivalent 3D and 2D programs)
Experience working with unique modeling and texturing styles for terrain assets
Superior eye for light, shade, color, and detail in creating texture maps
An exceptional understanding of form, shape, structure, and silhouette in regards to modeling
Self-motivation, good communications skills, and a great team-player attitude
Skill in one or more of the related creation tasks, such as illustration or concept drawing
A passion for video games
Understanding of Blizzard Entertainments visual style, and a passion to push it to the next level
Able to work creatively as part of a large or small group
Pluses
Have worked on AAA PC or console titles as a 3D environment artist
Experience with Mudbox, ZBrush, (or equivalent modeling program), and the process of converting high-poly sculpted environments into lower poly game assets
Strong foundation in the traditional arts
Check out others as well. You'll find a common ground in most of them...
@chris Yeah i also agree with that i feel like you should be able to make awesome props if you can make awesome environments but if you can make awesome props that doesnt necessarily mean you know how to make awesome environments and such so I'm definitely gonna start directing my focus more to environment shots and such! thanks everyone im glad i posted this question this is a great discussion