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Is it possible/wise to be an all-rounder?

KnechtRuprecht
polycounter lvl 6
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KnechtRuprecht polycounter lvl 6
As I'm building my portofolio i keep asking me: How important is it to be an all-rounder? Because since the beginning i have ony modelled hard surface stuff, mostly guns, because i'm doing them for mods and i enjoy making them. How imortant is it to learn environment or organic modelling, too? Is it good or bad to be an alrounder? Or should you be a specialist at your field? And does my "only guns" portfolio keep possible employers away from hiring me?

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  • ZacD
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    ZacD ngon master
    If you want to be a specialist in one area, like guns, you need to be one of the best, like https://yaron-levi.squarespace.com/

    If you want to have the most broad appeal doing full environments and props is your best bet.
  • iniside
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    iniside polycounter lvl 6
    ZacD wrote: »
    If you want to be a specialist in one area, like guns, you need to be one of the best, like https://yaron-levi.squarespace.com/

    If you want to have the most broad appeal doing full environments and props is your best bet.

    +1
    Besides smaller companies will usually look for people who can do everything, as they simply can't afford paying top specialists that is expert in doing one thing.
    Don't be surprised if someone ask you to rig character for example (;.
  • KnechtRuprecht
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    KnechtRuprecht polycounter lvl 6
    So does a hardsurface/prop modeler need environment art to be successfull?
  • ZacD
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    ZacD ngon master
    You could probably find a job at a larger studio doing only prop art, if you want to work at a medium or smaller studio, they'll more likely need their prop artists to do environment art as well. I've even heard of character artists doing set dressing at medium sized studios.
  • Jeff Parrott
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    Jeff Parrott polycounter lvl 19
    Your specific portfolio will make it hard for you to apply for non-specific Artist positions. Usually larger companies allow more specialization. If you're the only Artist at a small company you might wear multiple hats. But without additional non-specific art samples it will be hard to show that to potential companies.

    Really it comes to what do you enjoy? You'll do it better and be more driven to be awesome at it.

    Think about it like movies. When they first started there was 1 category: movies. Now they are so specialized: comedies (romantic comedies, dark comedies, slapstick comedies, etc). The industry is still very young but we are coming into an age of diversification. Bur there are film directors that jump genres and do it well. So it's like there is 1 path for everyone.
  • Ehren
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    Ehren polycounter lvl 9
    I can tell you this for sure- the more you know how to do, the more attractive you are to an employer. Especially with the economy the way it is now. So many companies are looking to cut costs where they can. So why pay 2 guys when then can pay one? Particularly with how much competition there is in this field. There are thousands of guys that are willing to work long hours and bend over backwards to get their break with a game or movie studio. So the simple answer is - do a lot of stuff and do it well.
  • oXYnary
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    oXYnary polycounter lvl 18
    iniside wrote: »
    +1
    Don't be surprised if someone ask you to rig character for example (;.

    ^^This

    *goes cries on a corner*
  • Justin Meisse
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    Justin Meisse polycounter lvl 18
    With the amount of time it takes to be multitalented you might as well pick something to specialize in now. I'm just pulling these numbers out of my butt to make an example: Why spend the next 2 years busting your ass to have a bad ass environment & character art portfolio when you could spend a year focusing on one, get a job and then work on another discipline. You get a lot more opportunities to learn and get good advice on the job anyway.

    A lot of people I've worked with that have been doing this for 10+ years are usually fairly well versed at 2 or more disciplines
  • jddg5wa
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    jddg5wa polycounter lvl 8
    Why spend the next 2 years busting your ass to have a bad ass environment & character art portfolio when you could spend a year focusing on one, get a job and then work on another discipline.

    Don't some of the skills that it takes to create characters and environments cross over so the process shouldn't be that long? I imagine if you had good time management, in two years you could be proficient at both. That is if you have at least some starting knowledge.
  • Justin Meisse
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    Justin Meisse polycounter lvl 18
    I picked an arbitrary number. Specializing and getting into the industry will put you in an environment where learning other skills will happen faster as well.
  • Stinger88
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    Stinger88 polycounter
    I'm a "jack of all trades" and a few years ago when I was in education I always thought I needed to specialise if I wanted to get anywhere in the games industry.

    But my first gig was at a smaller studio and I got the job because I was able to do a variety of things. Being able to adapt has kept me in a job ever since. I live in an area that has seen bad times for for games and a lot of studios closed over the years. But because I have a variety of skills i've been able to apply for more jobs at the studios that survive. I started out as a 3D modeller, animator and VFX artist.. I've done concept art, environments, characters and props modelling since and I am now a UI artist which was something I never thought i'd be doing. I'm really glad I didnt specialise and I dont think I ever will... At least until I land that perfect concept art job :P

    anyhoo.. If you live in an area with a lot of studios and a lot of positions in the specific area you want then specialise. But if there's a shortage of jobs its always good to be able to adapt.
  • aajohnny
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    aajohnny polycounter lvl 14
    IMO you should really starting building up a more well-rounded skill-set so you have those skills THEN you can "specialize" in something. Then just go back and brush them up. Do what you are interested in and love to do, but being more well-rounded opens more doors.
  • lukepham101
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    lukepham101 polycounter lvl 7
    It really depends. At the company that I worked at before I was primarily an environment artist along with doing props, level design, scripting and doing occasional QA. That's what I wanted to specialize in when I was starting out and I didn't focus much into character rigging, modelling or animation. Now at the company I work at, it requires those me to become a mega generalist and do all those things. Anyways, point is specialize and be good at least one field, then you can branch off and learn other disciplines as you'll need it later. :)
  • JordanN
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    JordanN interpolator
    Overtime, I find it's possible to do everything and very naturally too. The key is linking each art discipline to each other.

    While learning concept art, I notice some things that translate over to environment art. From environment art, I find stuff that can be used for texture art. And so on and so on.

    Also, learning more disciplines means more job opportunities! I was surprised to see many job positions I could apply to if I simply taught myself to do them.
  • chrisradsby
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    chrisradsby polycounter lvl 14
    Usually as an environment artist you get responsibility for the visuals of a whole level. This means all of it, so being a bit of an all-rounder isn't a bad thing. So spending your free-time only making props isn't all that awesome in my opinion.

    Setting your own art-direction, setting up lighting, shaders, particles, props, textures and making a bigger environment , that's the sign of a good environment artist in my opinion. To be able to be disciplined enough, organized enough to make something bigger happen than just your regular zbrush sculpted rocks. :)

    You still have to be at a professional level at one of these things though.

    As an environment artist you'll instead go: Now I want to make a handpainted or stylized scene -> so you learn skills to make that environment happen , then you want to make a sci fi environment -> you learn hard surface skills etc etc.

    As long as you can make stuff that looks good, either by itself or in a bigger environment. In the best of worlds it's both. I would never spend more than a day modeling and texturing a chair though unless it's a super specific chair. In the bigger picture a chair is tiny detail in an environment and should come later in the priority list of things. What takes the most time is setting up the environment and art-direction to such an extent that the only thing you will have to worry about is making props for it.

    and if you're going to be smart about things, usually most companies outsource their guns I'd say, and usually I'd say if you're going to do that, you hire the best. Really good environment artists though, that can adapt to several visual styles and make the game work together with game designers, level designers etc etc.

    Those are worth diamonds :)
  • KnechtRuprecht
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    KnechtRuprecht polycounter lvl 6
    Wow! Thanks for the insight guys! Well then i guess i have to take a look in environment art, too.
  • Richard Kain
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    Richard Kain polycounter lvl 18
    If you are trying to slot yourself into the traditional AAA industry, all-arrounding isn't a very good idea. It's better to pick a specialty, get really good at it, and pick up any other skills as a hobby. While I always heartily encourage additional learning, being multi-skilled isn't as important or advisable in the ultra-competitive AAA industry. Being good at multiple disciplines can help you to keep your job, but it won't help you to get one. For getting in the door you just need to do one thing, and do it well. Multiple skills don't make you valuable until you already have that job.

    In small-scale and indie development, being multi-skilled is essentially a requirement. Indie developers not only have to wear more than one hat, occasionally they have to wear EVERY hat. Being multi-skilled will make you much more attractive to indie development studios, as they need to squeeze every once of possible utility out of every employee. They can't afford the luxury of specialization.
  • aajohnny
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    aajohnny polycounter lvl 14
    If you are trying to slot yourself into the traditional AAA industry, all-arrounding isn't a very good idea. It's better to pick a specialty, get really good at it, and pick up any other skills as a hobby. While I always heartily encourage additional learning, being multi-skilled isn't as important or advisable in the ultra-competitive AAA industry. Being good at multiple disciplines can help you to keep your job, but it won't help you to get one. For getting in the door you just need to do one thing, and do it well. Multiple skills don't make you valuable until you already have that job.

    In small-scale and indie development, being multi-skilled is essentially a requirement. Indie developers not only have to wear more than one hat, occasionally they have to wear EVERY hat. Being multi-skilled will make you much more attractive to indie development studios, as they need to squeeze every once of possible utility out of every employee. They can't afford the luxury of specialization.

    I disagree... being more well-rounded opens more doors and makes you more "useful" regardless of if it's for AAA or indie.
  • ExcessiveZero
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    ExcessiveZero polycounter lvl 12
    at the very least its good to be a all rounder just so you can figure out what you like.

    that and things can get stale when you are doing the same thing all the time.
  • Richard Kain
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    Richard Kain polycounter lvl 18
    aajohnny wrote: »
    I disagree... being more well-rounded opens more doors and makes you more "useful" regardless of if it's for AAA or indie.

    I touched on this briefly. While I agree with your assessment, I believe it applies more to established employees than entry-level developers. Once you've already been hired and have proven yourself to be reliable, it is safe to start learning new skills. Under those circumstances your expanded skill-set will make you more valuable to your current employer, and more desirable for future employers. But all of this is when your foot is already in the door. The game industry in particular is known for shuffling employees among studios, and once you have positive experience it is a lot easier to maintain yourself, no matter what studio you end up at.

    For entry-level positions this is not the case. The competition for entry-level developers is insanely high, and not likely to decrease any time soon. For those prospective developers having a broad skill-set is a disadvantage. These unproven applicants have to struggle in a sea of highly capable competitors. One of the only means for them to stand out is to focus down and excel in a single category. And unfortunately the current hiring process for the AAA industry is risk-averse when it comes to entry-level positions. They are much more likely to favor specialists, because those individuals can be integrated into the development process faster and for less money. (not as much training expense)

    Branching out for a broader skill-set is great if you are already a game developer. If you are new to the industry, specializing is one of the only ways to really break into AAA development.

    The inverse situation is true for indie development. Attempting to specialize in that industry pretty much means contract work only. If you get hired by an indie dev and are currently a specialist, you will have a much more generalized skill-set before you leave. Necessity is the mother of invention, and necessity is rampant in indie development.
  • doc rob
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    doc rob polycounter lvl 19
    I have had titles like lead character artist, lead concept artist, ui designer and a few more, and even I still got hired based on one single skill set to fit in one role.

    My generalist skills come in handy once I'm at a studio, but everybody gets hired to fill a slot, and you need to target yourself for that slot if you want the job.

    Branch out if it interests you and if it helps make the game better, but don't expect it help you get jobs. It can help you do your job, but usually won't help you get hired.
  • ZacD
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    ZacD ngon master
    I think people here are talking about different levels levels of specialists vs generalists. I see there being 3 basic levels. Specialist vs broad job role vs generalist. I'm mostly talking about how you are advertising yourself in your portfolio.

    A specialist as someone who only does one subset of a normal job role, so their portfolio would be just guns, or just cars, or female characters, or mechs, or aliens. Not saying they only do one thing, but you wouldn't know otherwise just by looking at their portfolio.

    Then there's the people that fit a broader job role, an environment artist who does environments, guns, cars, and props, or a character artist who has aliens, male and female, and different styles of costume. I don't have a good name for this, so please suggest one.

    And then there's the generalist who can do concept art, characters and environments, rig, UI etc.

    Of course everyone has some generalist skills, or skills that are outside of their portfolio, but isn't the most important thing about this topic how you market yourself?
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