It is indeed a fuzzy line. You also have to understand that there are 2 kinds of tools development roles. Some job ads define "tools developers" as people who develop engine editor related tools, e.g. for Unity, for Unreal or for an in-house engine editor. These usually require C++ and C# skills. The other tools are art…
So it sounds like it's not worth sweating the difference too much? Would it be fair to say that common to both of them is an understanding of the asset pipeline - familiarity with 3d modeling programs (a bit of modeling/rigging, some basic scripting), and the shaders and techniques needed to present them properly. After…
Kwramm nailed that on the head. Absolutely the moving target and very team specific, in what a TA really is. There also hasn't been a better time to get into the TA field, with games getting way more technically advanced, productivity is at a record high (and continues to speed up with content!), need for innovation even…