we were around 23 inhouse environment artists (if i counted right) and 5 outsourcing artists during the production, but that does not include the character art team, the lightning team, the technical art team, the cinematic team and the outsourcing companies which were also involved. You can find the credits here:…
I've seen it happen, it didn't really work out that great for the studio. They've went from a AAA studio to mid-tier casual. So a Hollywood comparison would be Dreamworks outsourcing it's entire staff and going from "How to Train Your Dragon" to making straight to DVD movies. AND EA already extensively uses outsourcing -…
I like the idea but I think creating a new identity would be best. For example, the conceptart.org guys created Massive Black and recruited most of the talent from ca.org. They seem to be doing well, but I dont know if there is as large of a demand for outsourcing asset creation as there is for outsourcing concept work.…
Environment portfolio should have environments. Making an environment or two gives you enough room to show your prop and hardsurface skills, so I don't see a point going out of your way to create some more. Show people that you can do good space layout, composition, color, mood and lighting. They can outsource props but…
Uhh, because it's a visible part of the game? If that's inhouse, their artists are lazy as shit. If it's outsourced, the lead in charge of that outsourced content is lazy as shit. There's no way to miss that. None. You check every single texture. I caught multiple issues on Forza 3 that our vendors had returned to us.…
It's not uncommon for an animator to know how to rig. Usually the first person that gets hired in the animation department is a technical animator that mostly knows how to rig but can animate. Then as things grow, dedicated animators are brought on and it isn't as important for them to know how to rig. It is easier to…
usually character artists in my experience but the real answer in most cases these days is: outsourcing. stand alone assets like statues that don't have an impact on gameplay are almost all outsourced these days at medium-large studios. most statues I have seen built in house it is usually the result of the character team…
no To quote advice from your other thread: "As for general advice, dont be afraid to pay a bit more to get quality/stable people." If you have trouble finding quality individuals go with a reputable outsourcing studio. Or team up/hire someone who is knowledgeable about art to be your outsourcing manager. I would have the…
I can't speak for environments, but I can definitely forsee a lot of proceduralization of Characters. Scan Heads -> Send to outsourcing to make Low poly Marvelous Designer Clothes -> Send to outsourcing to make Low poly Artists will use a program like Hair Farm to create splines for TressFX, then model a few props before…
Plan.B Studio is a respected 3D Outsourcing vendor in Game industry With over 10 years experience, we provide best-of-breed 3D Art for top studios and indie developers. We are looking for talented and experienced: - prop / hard-surface artists - character artists - texture / shader artists - concept artists to help us in…