What they do is different in a lot of studios, can work on tools, and shaders and generally workflow tech. Sometimes they work mostly on rigging tools. Quite often they are the layer in-between the game programmers and the artist.(Arts speak to codes speak translator) In a lot of places i seen the more technically inclined…
Ok so...based on what you guys said: the main focus is to create/speed up workflows so the artists don't have any technical issues and only focus on creating art rather than fixing something or do repetitive work, am i correct? I'm more of a Maya guy when creating animations and rigging and only use Max for modeling. But…
I'm a TA and I'm studying software engineering, simply because when you move beyond workflow tools into actual pipeline development, understanding good software architecture and design becomes really important. You want to think about re-use, organization of your studio tools and the code base behind it. How to keep it…