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Expectations for a Senior Environment Artist?

jordank95
polycounter lvl 8
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jordank95 polycounter lvl 8

I know this is probably different per studio, but I see a lot of Senior Environment Artist applications and they seem to say different things for expectations in the job description. From anyone here thats been in the industry for a while, what things do Seniors definitely need to know vs maybe a mid level Environment Artist?

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  • oglu
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    oglu polycount lvl 666

    For me Senior just means you are able to work independently. You dont need input from the lead several times a day.

    If needed you can work for days without feedback. You know how far you can go until you need feedback. You know the workflow.

    And you are able to guide junior artists if the Lead is not available.

  • poopipe
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    poopipe grand marshal polycounter

    tbh I'd expect that from a full/mid/whatever you want to call it.

    to me a senior ought to be able to take a chunk of work (eg, a section of a leve) and drive it to completion with only high level direction

  • Alex_J
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    Alex_J grand marshal polycounter

    Without significant rapport between the person delivering the direction and the person receiving it, how can there be confidence the target will be met?

    Or, in other words, what constitutes high-level direction? Is it not always necessary to explicitly define the final product? Like, imagine I am the director and I have a list of adjectives used to describe how a level looks, feels, sounds, etc. And I deliver that to the world's most experience senior level designer... there is still virtually no guarantee we are seeing eye to eye unless we get down into details, right?

    If we get to know each other eventually a lot of language can be discarded in lieu of trust that we share a common understanding. But to me that is contingent on a couple things:

    1. the person has to have good EQ
    2. the person has to really give a shit about the project and the team (or otherwise takes their own professionalism very seriously)
    3. there just has to be a personality match, to some degree


    I ask all this not a challenge for challenge sake, but because I am beginning to take on some help and to me, developing effective communications seems to be the major challenge and also an area a lot of people want to gloss over, as if just doing the technical work is all that's really necessary. But there is zero purpose to shooting if we aren't all aiming at same target IMO.

  • poopipe
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    poopipe grand marshal polycounter

    As an example lets take an artist since that's what I know about

    I would expect to be able to hand a pile of concept art and a level design blockout to a senior artist and get a first art pass back without having to tell anyone how to do anything. The senior should be willing to try out ideas, seek feedback/assistance for themselves and provide solutions rather than waiting for a grownup to tell them something isn't right.

    if you're leading a project you need to be strong on guiding principles (pillars) and flexible on specifics. People need space to do their best work but they also need boundaries to help direct their independent thought.


    At the beginning you just need to invest time in regular review and feedback. Written feedback is basically useless when you're trying to get to know someone. You have to use your face and mouth and focus on establishing what they think your vision is vs what you think your vision is.

  • jordank95
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    jordank95 polycounter lvl 8

    This is all very helpful information, thank you tons!

  • chien
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    chien polycounter lvl 13
    i am currently both working and also learning with a lead environment artist now, what i understand for any higher role is, they are more familiar and have some existing knowledge and would only need to consult with the leads if they need instructions. but they are allow to be more independant and able to accomplish some parts of the asset and rely less on the lead artist
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