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Alternatives to Games Industry

Hi,

Just wondering if anyone here has experience of leaving the games industry as an Artist and moving onto pasture new which have made them happier/more fulfilled etc. Leaving the ART to being a hobby again

We lots of posts from people dreaming to get it (and good on them) and I'm not trying to be negative, just wondering what the alternatives might be for people with our skills.

I personally am getting disillusioned with it (without going into personal reasons and company reasons) and am not sure what avenues to pursue and/or look at.

Cheers

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  • bbob
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    You mean, completely unrelated to making art, yet still harnessing the skillset?
  • rooster
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    rooster mod
    I can't help answer the question, but I can certainly identify with the sentiment. I'm curious about those of us who walk off the beaten path too
  • Mr.Bluesman
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    bbob wrote: »
    You mean, completely unrelated to making art, yet still harnessing the skillset?

    not really, just not games - for those with this skillset.
  • haiddasalami
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    haiddasalami polycounter lvl 14
    Can always move over to the film CG side. Don't see why not, though being a compositor helps and understanding how the film pipeline works. There's also graphic design...
  • bbob
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    I guess the same "problems" that exists with game art also exists with any other graphics related jobs.

    Anywhere you go, you will see stressful deadlines, and pretty much the same wages. The only difference is that crunch is shorter, you get more of them though. But isn't that stuff is in every kind of job? Maybe except for working buttons at a factory.

    I guess it comes down to finding something you can find some joy and pride in, while someone pays you for your ability. I'd personally rather make pretty pictures than filling out spreadsheets.


    I keep seeing these threads with people feeling obliged to make art in their spare time, even though they cannot summon the energy for it after work. But I honestly cannot see the problem in accepting that, and spending that time on something else you enjoy if you are not THAT into it. As long as you still have a skillset that is satisfactory to your employer, and you enjoy the position you are in then there shouldn't be any shame to doing nothing but playing tether-ball and scouting for UFO's in your spare time until that autistic art drive hits you again. Plus, I really think that feeling obliged to do it, breeds stress and thereby fuels the procrastination.
  • Stinger88
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    Stinger88 polycounter
    I'm busy looking for an alternative at the moment. I was made redundant recently and the games industry in the area I live in is dying on its arse. So its either relocate or look for something new.

    The most likely option is to go to an animation studio so i'm brushing up my rigging and animation stuff for a new demo reel. Another option I'm considering is freelancing. I have some freelance work lined up but I'm not sure i'm ready to go fully freelance yet. I'd prefer a full time job atm.
  • thomasp
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    thomasp hero character
    i have had a few colleagues who moved on from games to feature film and have not looked back. in fact it got boring to hear their praises of how everything was better and shinier and more fulfilling after a while. also, every single colleague i ever had who had joined games coming from film has gone back, usually after just one project.

    hmmm, food for thought indeed. ;)

    they do tend to move around like nomads though.
  • Blaizer
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    Blaizer interpolator
    Problems exists everywhere, but the game industry win the 1st prize.

    We always can find work in animation studios, arquitecture (3d), graphic design and publicity. being good, we are welcome everywhere.

    As freelancer i've been working in various projects for publicity and the work was very good, and very very well paid, better than in games. I also had tight timelines but not as much as in games, and i never needed to work on sundays or saturdays.

    The work in games has become harder. The pay is almost the same, and they expect us to do more and more, offering more quality in the same time.

    Another good thing is that we don't work with nasty normal maps and its low-polys. But Being a modeller, we need to do production models, we need to take into consideration things we don't do as Game artists. A friend moved to a publicity/animation studio and he said me "he needed to change the chip and learn too many new things".

    If you want to change job, better if you are a 3d generalist.
  • Saman
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    Saman polycounter lvl 13
    A friend of mine started working with architecture. According to him there were alot of architects applying to firms but hardly any of them had any 3d modelling skills. He lives in Sweden and he makes alot more money in architecture than he would in games or feature film. Also he had no architecture knowledge what so ever when he got the job, he just liked modelling buildings.
  • TheMadArtist
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    TheMadArtist polycounter lvl 12
    Aside from the game industry, other places that use real time 3d are the simulation and "serious games" industry. Typically smaller places, and the timeframe on projects (at least in my experience) is a lot more rushed than games. We use our own engine here, but a few places use the Unreal and Crytek engines.

    There's also recreating accidents for courtrooms, and architectural 3d. I have a few friends that do that, good pay.
  • Canadian Ink
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    Canadian Ink polycounter lvl 12
    Before the games industry I used to do 3d in the the multimedia and broadcast feild. Alot of making virtual sets, animatted menus, high gloss intros..etc. The upside is that its fun to work with materials and lighting and messing around with renderers. The downside is that the iterative nature is dues to stupid clients that want arbitrary stuff changed and will berate you for a having to wait a day for his video to render. Its alot easier taking changes from a good lead artist then some doucebag in a suit.
  • lefix
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    lefix polycounter lvl 11
    personally, i'd like to get a teaching position for 3d/art courses at some point later in my career.
  • Darth Tomi
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    Darth Tomi polycounter lvl 12
    Sad to see so many talented folks leaving or being let go. What with so many layoffs...
    We'll pay for it tho. Nothing but crap games within 3-5 years and Guitar Hero 8. Sigh.
  • EVIL
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    EVIL polycounter lvl 18
    what is the specific reason of wanting to leave the industry?
  • rooster
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    Blazier- can you elaborate a little bit about what you mean when you say the publicity industry? it it advertising?
  • Pseudo
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    Pseudo polycounter lvl 18
    I've had a great time over the last few years developing casual games. Years ago I left Activision and took a job at a small company developing Flash games. The fast turnaround on projects was a breath of fresh air, and the small teams meant less corporate drama.
    Now I manage a team of developers at a startup that develops games for women, and while fashion games aren't going to win me any cool points with my other game developer friends (or on this board), I find that the work is much more rewarding.

    Small teams offer a huge level of control over the final product, and digital distribution means no publisher-developer back and forth. You wouldn't find any pickup D&D groups at my company, but there is a great social scene and my coworkers (aside from the team working on the game) are all 20-something female bloggers which again makes for a very refreshing and fun workplace.
    I have a hard time relating to the "Games industry is a sad place" posts, though I suppose we could debate whether facebook games are in the same 'games industry' as Xbox 360 titles.

    So if you do love games but are disillusioned with console development you may want to look to casual games for a fresh alternative.
  • Canadian Ink
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    Canadian Ink polycounter lvl 12
    Pseudo wrote: »
    I've had a great time over the last few years developing casual games. Years ago I left Activision and took a job at a small company developing Flash games. The fast turnaround on projects was a breath of fresh air, and the small teams meant less corporate drama.
    Now I manage a team of developers at a startup that develops games for women, and while fashion games aren't going to win me any cool points with my other game developer friends (or on this board), I find that the work is much more rewarding.

    Small teams offer a huge level of control over the final product, and digital distribution means no publisher-developer back and forth. You wouldn't find any pickup D&D groups at my company, but there is a great social scene and my coworkers (aside from the team working on the game) are all 20-something female bloggers which again makes for a very refreshing and fun workplace.
    I have a hard time relating to the "Games industry is a sad place" posts, though I suppose we could debate whether facebook games are in the same 'games industry' as Xbox 360 titles.

    So if you do love games but are disillusioned with console development you may want to look to casual games for a fresh alternative.

    Very true, the company that I work for is almost done switching over completely to making casual games and it certainly is nice working with 3 month dev cycles. Getting my flash skills up has been a challenge but definitely worth it. we are making games for girls and tween and still rock the D&D.
  • PixelMasher
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    PixelMasher veteran polycounter
    If you are not digging the game industry I really wouldn't recommend film....A couple guys here at UFG transitioned from some of the local FX houses, I think one worked on Iron Man and said we in this industry have a cake walk in comparison to film FX.

    both dudes claimed to have been working massive OT non stop for about 8-9 months, like 12-15 hr days, each at a different fx house, and said it is like that for each project. In comparison I worked maybe a 2 weeks of 10-11 hr days during crunch here, the rest of the time its been 10am-6pm.
  • MegaMoogle
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    MegaMoogle polycounter lvl 9
    The company I work for does military contract work, creating interactive training manuals for the USMC. Mainly we create models and animations to teach them how to take care of their vehicles/weapons, take them apart, put them back together, that sort of thing. This was a job I was able to get directly out of college, and I'm aspiring to get into the game industry, so my situation is working a bit in reverse. But it's an example of non-videogame related work that still uses the same skillset. :)
  • Saman
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    Saman polycounter lvl 13
    If you are not digging the game industry I really wouldn't recommend film....A couple guys here at UFG transitioned from some of the local FX houses, I think one worked on Iron Man and said we in this industry have a cake walk in comparison to film FX.

    both dudes claimed to have been working massive OT non stop for about 8-9 months, like 12-15 hr days, each at a different fx house, and said it is like that for each project. In comparison I worked maybe a 2 weeks of 10-11 hr days during crunch here, the rest of the time its been 10am-6pm.
    Wow, that's not really the way we had it on MPC though. Were the FX houses your friends were in smaller ones that took outsourced work from larger companies? In that case it's pretty much the same in games I think.
  • rollin
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    rollin polycounter
    Being able to do more then just game-art-work makes you independent and that is never bad.. I do a lot of work that has to do with flash, video tutorial creation, html mailings aso, but I will always work on games one or another way.

    these are two things.. earning money and doing what you are loving to do.. if you can connect both it's great but imo it is not necessarily a must as long as you can do both
  • Tom Ellis
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    I've never worked in the games industry (even though I hope to at some point) but I've spent the last 3 and a half years working in Arch-Viz... I strongly recommend you don't explore that as a career opportunity.

    The biggest problem is just how hard the industry has been hit by the recession and I don't foresee it improving for a long time, even as the recession eases.

    I literally went from having stacks and stacks of work, to nothing. And I mean nothing, the company I worked for cut ALL staff (Architects / QS / Engineers / Artists) to 2-3 day weeks. Admittedly the company specialised in car dealerships and not only were people not building, they weren't buying cars either so it was like a double hit. But I know some other guys who've really struggled.

    As the situation improves, unfortunately Arch-Viz is gonna remain less of a priority at least for a while, clients will want to simply get a building designed and built, and pretty 3D images are unlikely to be considered unless it's really necessary from a design point of view. Oftentimes, especially with domestic buildings, 3D Viz is done just as much for a nice little brochure of attractive images as it is for being useful in the design stages.

    Another problem is the sheer competition which seems to have increased massively even in the short time I've been involved. Back when I started out, clients were like 'whaaaa 3D! Yes please!' and it was almost a luxury reserved for high end projects, now it seems so commonplace and every Architect studio has someone in house who just knocks out some half-assed 3D and calls it done. Having said that, if you're at the top of your game, you'll always win clients I guess.
  • Blaizer
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    Blaizer interpolator
    Rooster, yep, it's advertising. There are too many companies doing advertising for press and TV here, and some with very prestigious names.
  • igi
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    igi polycounter lvl 12
    i can say that game-art is the most complicated branch of the 3d...because its much more generalist then other branches...you must have super modeling,sculpting,texturing skills...and also here are so much headache game-art workflows...

    an architural 3d guy cant do games or a film effects guy cant make game-ready model but a game-artist can do all i think,why not ;)
  • seforin
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    seforin polycounter lvl 17
    porn industry.

    Similar skill sets , I mean eventually you get A hard one in the ass from deadlines in the game industry, so im sure that will transfer over easily as a skill set in porn :p
  • Holi
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    Holi polycounter lvl 16
    haha...

    I did some graphic design for an industrial society who work on pipeline. They needed "sexy drawing of pipe and machinery" for the marketing departement.

    Right now, im still searching a job in the game industry, but I should work with a software publisher who need 3D assets for thier project.

    those jobs pay pretty much well, are not too stressfull, but tbh, a bit boring in a long term.

    and finnaly, thoses jobs are mostly in telecommuting/teleworking. So yeah, if working alone is ok for you, that should work fine. But if you like to work in team as i do, it is a bit more complicated.
  • Blaizer
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    Blaizer interpolator
    igi wrote: »
    i can say that game-art is the most complicated branch of the 3d...because its much more generalist then other branches...you must have super modeling,sculpting,texturing skills...and also here are so much headache game-art workflows...

    I'd say that no :). It's the more exploited though.

    It's not the most complicated branch of 3d for now. The work for a game character can be done in days/weeks compared to some models for cinematics. You can't compare, the workflows are totally different. A 3d generalist has more knowledge than a simple game artist, like the one focused in doing props for a game or doing cleaning/optimizations.

    Rigs in games are not so complex as the ones for a cinematic production.

    But wait, in the future, game studios will be like studios doing cinematic productions and they will ask more skill/level for their workers.

    A model needed for production (Film or animation) is pretty different of what we do for games. You can have your sculpture very well done in Zbrush, but now translate that pretty model to a complex and detailed subdiv model that works, with polygons, can you?. Or better said, can you make the same without Zbrush? An old 3d generalist can, and they use Zbrush for the fine detail they can't add without polygons. The people that comes from games, and that are customed to work in a bad way (good for games), tend to use retopos and it's something counterproductive (if at least were a 3d scanned model...).

    Zbrush and mudbox are very nice, the save us a lot of work, but when polygons are needed you need to be more technic, and to have more knowledge.

    The majority of the people i know that moved from games to cinematics, needed to learn a lot because they weren't enough qualified.
    igi wrote: »
    an architural 3d guy cant do games or a film effects guy cant make game-ready model but a game-artist can do all i think,why not ;)

    -1

    You are understimating them and being a little egocentric, why they can't? and why did you come with that? that's a terrible assumption.

    An architectural guy could be the best level designer and a film effect guy could be a good "character modeller", if you learned it, why not?. I have found architecs working as level designers (err, architecs, people with university studies of more than 5 years, that's serious), and they did the work better than a guy without knowledge of architecture (making nonsense levels/environments with ugly lighting).

    And I personally know someone who worked in film, doing VFXs (for spiderman), and now works in SEGA japan. how ironic, isn't it?

    If you are good, you are good everywhere you go, that's the talent.

    I'm sure you would not like to be understimated, with people thinking you are unable to work in an area because you come from game art, and saying in a bad way: "that guy only can do game art".
  • r_fletch_r
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    r_fletch_r polycounter lvl 9
    igi wrote: »
    an architural 3d guy cant do games or a film effects guy cant make game-ready model but a game-artist can do all i think,why not ;)

    Thats exceptionally arrogant. Compositing and Simulation are massive subjects that involve a hell of a lot of knowledge. Even Arch Vis requires a lot of know how.

    Go learn Nuke and Boujoo, or realflow and see how you feel.
  • maze
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    I agree, I won't compare both but yeah... in vfx there's heeeeell lot of stuff to learn... lighting / rendering setups, complex shaders, compositing nodes... etcetc.... I guess it just depends on how good you are at what you do, no need to compare one to the other, not in that manner at least...
  • maze
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    Exis you make me remember... couple months ago while working freelance doing shaders for a vfx studio that was doing cinematic characters of a well know game from another company. And what you just said, was exactly what the lead modeller told me, when I asked him about his work flow doing cinematic characters, in comparison to a game character.
    He indeed, did most of the work in a 3D app and added fine detail in ZB for some of the reasons you ve mentioned.
    I don't say that that is the way to go necessarily, but it is just curious to me now that u mention it.
  • Stinger88
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    Stinger88 polycounter
    I just scored some freelance work. It kinda hard to explain but its creating various 3D models and animation for Stereoscope visuals. The visuals are played in nightclubs and other functions. I did some work with the company a few years ago. The visuals at the time were for a Calvin Harris concert in trafalgar square and a few other locations around the country. The company have just bought gear for the new silverscreen 3D tech. So it'll be cool to see stuff on that.
  • igi
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    igi polycounter lvl 12
    yeah i probably fail at many points...think as here is three guys;a game-artist,an archviz guy and a cinema guy and they dont have other branches knowledges...in this case i think game-artist can make good progress...

    archviz guy fails uving,sculpting,and some complex sub-d modeling,and cinematic guy fails game-ready models maybe...just i want to mention game-artists are more versatile then other branches...(maybe i am failing again bad englis sry)

    and yeah we are humans we can learn everything thats not a big deal...
  • conte
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    conte polycounter lvl 18
    You have raised a really interesting topic!
    I can't add something to what has been said already, but i'll drop my obvious 2 cents about it- just do what you like to, don't look how hard or complicated is that- learn and grow over yourself. if you enjoy the process, all problems will be solved with time.
  • amotaf
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    Well one guy I met one time who worked on both sides of the fence for a considerably long time. He started out in games and worked for a very big and prestigous games company he said he had a blast in the games industry and he loved it.

    He then made the transition to the film industry and big budget movies and he told me that in the VFX industry you can more or less kiss your life goodbye the amount of hours you have to put in are insane. Those were his words.
  • martinszeme
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    martinszeme polycounter lvl 8
    igi wrote: »
    archviz guy fails uving,sculpting,and some complex sub-d modeling,and cinematic guy fails game-ready models maybe...just i want to mention game-artists are more versatile then other branches...(maybe i am failing again bad englis sry)

    Wow, that is a bit arrogant and short sighted. Arch-Viz has gone quite far and it has changed a lot in past years. Yeah, there are still some freelancers doing this kind of stuff: http://features.cgsociety.org/newgallerycrits/g26/128626/128626_1196193872_large.jpg

    But hi end studios and pros are doing some exceptional artwork. And yes, most of the people know how to UV Unwrap complex shapes, they do know how to model complex stuff. For example this is one of my models that I've done in my spare time: aparaats.th.jpg

    Uploaded with ImageShack.us
    Also in past years a lot of studios have created animations with cinematics, camera work, compositing close to the level of big VFX houses.
    I do love creating game stuff on my spare time, but I don't agree on your points about who can do what better or at all.
  • xvampire
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    xvampire polycounter lvl 14
  • Em.
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    Em. polycounter lvl 17
    I also started at a Viz/serious games place years ago, we did a lot of emergency services and aerospace stuff. The work was pretty boring, at one point I spent a few months just making airplane textures for all of the different airlines. It was ran by people who had no understanding about 3D or how to market their services other than "look how cool that is". Not surprisingly they shut down about a year later with no pay.
    That job though got me some experience on my resume which got me my first game job in casual games(which lead to console dev at a small place, which in turn brought me to my current job which is my dream job). Getting paid to do any sort of art is much better than not and there are a lot of industries that use 3D art. I saw a lot of listings via my local Craigslist.
  • mathes
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    Arch-Viz is a decent alternative, and it was good to me for the 7-8 years I was in it. It's not without it's problems though; out-sourcing, lack of work, 3d being accessible to architects, "Sketchup is good enough", etc.
  • neolith
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    neolith polycounter lvl 18
    I'm in archviz right now - but I gotta say I've never been part of the games industry. The job market didn't look all that good here when I had finished studying so I went for visulization.

    The main differences to game asset creation include:

    - noone gives a chicken about your models (as long as the rendering looks good)
    - you need a pretty good knowledge of mental ray, V-Ray or finalRender or something similar and how to speed them up
    - you need to learn where you're able to cut corners or be downright sloppy
    - you need to learn to cope with scenes that are often more than 300MB compressed
    - you need to be able to create convincing materials from just seeing them in a photograph (I know this sounds silly and easy, but I've seen people fail on this during the last years again and again)
    - you need to know how to cope with linear workflow (and how it might or might not warp your colors), IES lights and matte channels
    - you need to know how cameras and lights work (in your renderer as well as in reality)

    If you are (like me) working together with architects only then you might also have to do a lot of compositing (both stills and anims), grading/CC, creating post FX, cutting, rotoscoping and traditional design work.

    @igi: While it is true that you need a lot less UV-ing in archviz it is still a thing that needs to be done. You might find a lot of people that are not capable of doing it, but I'd say there are just as many that can create proper UVs.
  • Lamont
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    Lamont polycounter lvl 15
    mathes wrote: »
    "Sketchup is good enough", etc.
    When I hear that line it is a strong indication they don't know WTF is going on and don't have $$.
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