unless you're a shader guy or work with rigs and animation there's very little math in tech art. Most of the pipeline stuff is revision control, databases, xml. A lot of art tools aren't really very heavy on math either. Then you have the enforcing of rules and QA stuff (via tools), which isn't math heavy. You train…
Jasper Byrne (lone survivor) Edmund McMillian (super meat boy) Cactus (hotline miami) Justin Ma (FTL) Adam Saltzman (canabalt) Derek Yu (spelunky) This is a list of people, off the top of my head, that do some coding and make great art that is well integrated into commercially successful games. These games have a lot of…
I think I'll chime in on this since I'm kind of half and half. What Andreas said about being an American, I think he is referring to American art education. If you take St Petersburg academy or Shanghai academy or many European art schools in Italy and France the level of art education is leaps and bounds higher than North…