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What is a game artist?

Hey. I've been lurking around for a while and finally decided to register and make a post here.

I have a pretty basic thought or question: What is a game artist? For instance, what kind of duties in the development of a game does the term "game artist" belong? Obviously it does not involve programming (or does it in some cases?), and it certainly does involve painting textures, and modeling.

Are there any areas that are in a gray zone, which are considered artist work by some, and by others not as much? I'm just a bit curious where the line is drawn, generally, and thought I would pick your brains on the subject smile.gif

Replies

  • Snowfly
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    Snowfly polycounter lvl 18
    Tagging objects, exporting huge batches of objects to the engine, diagnosing art assets that don't work in-game, and documentation are 3 non-artist jobs I ended up doing a lot. All very boring non-arty work.
  • vahl
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    vahl polycounter lvl 18
    If you photosource, you're not an artist...
    (eq forced me)
  • adam
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    adam polycounter lvl 19
    My sarcasm meter just broke.


    "What program do you use at your game job?"
    "Excel." frown.gif
  • Robert Headley
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    Robert Headley polycounter lvl 18
    heh, that argument is bull, I like to categorize artists in two categories, Technical.. and Pixel artists and I suppose you could be a combination of both of them. I don't really care how you do your rockin' texture as long as we have legal ownership of it that it... is of course Rockin'

    Artists are becoming more and more technically proficient, Writing Max/maya scripts, etc to better improve the media in which they have to work within.
    When there are limited resources in the company, artists, and everyone will be called upon to do things not on their nametag, so get ready to wear as many hats as you can.
  • Snowfly
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    Snowfly polycounter lvl 18
    i hate hats...
  • Robert Headley
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    Robert Headley polycounter lvl 18
    Especially Tight fitting tan skullcaps, I imagine.
    With a hat like that, you can easily fit one or two more on top of that, now go unwrap this model, monkey!
  • Tulkamir
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    Tulkamir polycounter lvl 18
    An odd discussion, but oh well.

    How's about level design?
  • danr
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    danr interpolator
    i have excel, edit plus and outlook open far far more often than i do photoshop.
  • Rick Stirling
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    Rick Stirling polycounter lvl 18
    While I use photoshop, max, textedit, Alienbrain, one of the tools I use the most is Firefox - researching and gathering reference images.


    What do I do?

    I build, texture, rig and export. I've written 30 or so maxscripts for importing existin rigs, rewiring hierachies, dumping and reloading skinweights, consistant rendering, AO generators, error sanity checkers...

    Dan is alo about to have a huge holiday I would assume.
  • SHEPEIRO
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    SHEPEIRO polycounter lvl 17
    your so bitter and twisted, you old exel artists.

    if you make each block a different colour while you work you can do pixel art
  • Robert Headley
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    Robert Headley polycounter lvl 18
    Sherpeiro, Ive seen excel Pixel art.. its neat
  • SHEPEIRO
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    SHEPEIRO polycounter lvl 17
    personnally i liked the old days when pixel art meant writing 0s and 1s in a grid to make an image. oh back in the day.
  • killingpeople
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    killingpeople polycounter lvl 18
    game artists make the visual components for the game, that which can include the concept, model, texture, and animation.

    in a general sense, they are production artists that are proficient with a variety of different DCC tools, or digital content creation tools.

    artists are typically assigned to tasks relative to their strengths.

    as i see it, the flavor of game artist can be defined within these elements:
    character
    enviroment
    technical
    traditional

    mmm, game artist flavor
  • hawken
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    hawken polycounter lvl 19
    flickr is VERY good for resource images...
  • Robert Headley
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    Robert Headley polycounter lvl 18
    Very good definition kp.
  • rolfness
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    rolfness polycounter lvl 18
    I work as a bean counter..
    but my day to day also includes looking up porn, chatting for hours on MSN, abusing the telephone bill of the company among many other things.. a job is never black and white unless you work in an office with 5000 staff, but those places are hell.
  • killingpeople
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    killingpeople polycounter lvl 18
  • Joao Sapiro
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    Joao Sapiro sublime tool
    i deliver cofee to other game artist such as killingpeople , you see its like a machine, they dont work unless i give them that dirty looking black squashy puddle of water.

    oh and i ocasionally model dunno make stuff like...dude.

    P.S - i just woke up , gimme a break.
  • Paul Jaquays
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    Paul Jaquays polycounter lvl 19
    KP, you forgot three classes of artist ...

    "General" ... essentially includes "all of the above" and
    "Animator" ... makes things move.
    "Conceptual" ... creates the vision by which others work
  • SHEPEIRO
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    SHEPEIRO polycounter lvl 17
    you can also get Low and high poly/pixel art specialists. although this is more of a topping than a flavour
  • nitzmoff
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    nitzmoff polycounter lvl 18
    I think it's worth mentioning that the lines between roles can be greatly blurred based on how large a company is you decide to join.

    You get an environment job at a major studio and you can expect to do for the most part, nothing but environment art. However, you take the same job at a much smaller company, and you'll likely find yourself filling various roles.

    I was hired at Three Rings last year as a 2d/3d artist (was at the time an environment artist). That role so far has had me doing 3d environemnts, characters, concept, UI pixel art, Flash art, level design, level building, particle effects, and major game design.
  • Kevin Albers
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    Kevin Albers polycounter lvl 18
    Lead artists sometimes don't do much/any actual creation of art, instead working as full time management. Yet they generally start out in the industry doing typical game art creation tasks. That's one "gray zone". They need to know a lot about how art is made, but their job is sort of detached from actually making stuff.
  • JStark
    A lot of interesting input here smile.gif It does seem that the borders between what might be considered a traditional artist, and a more technical (engineering?) artist are blurred.

    A bit of a follow up on this might be in order, though.

    With software like ZBrush, Mudbox, and now also Silo 2, becoming more widespread and popular, that take a more traditional - and in a way, tactile - approach to modeling, abeit in still a digital fashion, do you see artists who want to be non-technical artists in the game industry specialising on these programs?

    Is this a feasible specialty, or would you still have to be savvy in more traditional 3D packages such as Maya, and 3ds? Perhaps, like you have pointed out earlier in this thread, it depends on what studio you work for. A small studio might not be able to afford a specialised Mudbox artists who can't help out with rigging and unwrapping, and so on.
  • SHEPEIRO
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    SHEPEIRO polycounter lvl 17
    yeah you'd deffinatly have to be savy with one of the big TWO for most positions, there are quite a few high poly modelling positions going around (esp with move to more powerfull tech) but it would be a dissadvantage at interview if you only knew zbrush, mudbox et al and another knew max aswell.

    i think the best way is to be able to create (character, environment, vehicle) from concept right through to rigged, textured. you may be able to get a job with less, but from the position of an artist i would rather say, that mine, than i did the high poly modeling from someoneelses design, at that point you become more of a part of a production line than a standalone artist.
  • JStark
    Good points there, SHEP. I suppose if you only knew ZBrush, Mubox, et cetera, you would have to be one hell of an outstanding artist if the other interviewees for the same position had extra areas they were knowledgeable in, that you weren't.
  • Jeff Parrott
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    Jeff Parrott polycounter lvl 19
    I agree with nitzmoff on this. Company has a lot to do with what your role is. But at my current company for me it's been like 70% art and 30% technical. And I love it! At my previous companies I've always been the "technical" environment guy. It's nice to just go in draw something, make it, test it out, throw it away, and repeat till it fits.

    Kevin I think you're right at big companies. My Leads at my companies have all done a ton of actual work that goes into the game. But that's probably because I stay at small companies.
  • headengine
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    headengine polycounter lvl 18
    For me... I design stuff with our concept artist and refine it again and again... Check peoples work for consistency, encourage them and make sure they have what they need...

    I make art (models and textures, sculpting) and I change change change it all the time when I get told to. I schedule my time and that of others. I make judgement calls on what works from an art direction standpoint... I meet with my team and I filter out what I have been hit with into a palatable form that I can delegate and direct.

    I'm always looking at the bigger picture and the 'full frame'. I hope.

    I'm never at rest and nor should any of us be... nothing is signed off till it ships, and it can always *always* be better.

    And I sit very close to Rick and he's usually got some top Japanese poontang on his screen at some point in the day. God bless firefox, God bless Rick.
  • danr
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    danr interpolator
    i'm at rest tonight, and for this i give thanks

    i also give thanks that i'm very far away from rick
  • AstroZombie
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    AstroZombie polycounter lvl 18
    I drink a lot and surf for pr0n all day.
  • ebagg
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    ebagg polycounter lvl 17
    I click the "make purdy 3d character" button.
  • Robert Headley
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    Robert Headley polycounter lvl 18
    How many smaller studios have a dedicated concept person?
    Doesn't seem particularly cost effective, thats why you can outsource those kinds of things.

    Btw, Silo is very affordable and feature comparable to Zbrush or Mudbox.

    Personally, I think its a good idea to have as few people as possible work on any specific piece of art in order to attain a unified style and vision.

    Of course, I am again thinking at the smaller, wear multiple hats, kind of stuido.
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