actually, even tertiary programmes for game art/course was not existed back that time at all, now they appear everywhere even online course, alot people still doing the blame this person for not try learning when there was no available course that time or they simply not enough funds or even online course is available.
I've done generalist gigs, here's the deal, the employer expects you to be specialist level at all areas of art. When I got bogged down doing graphic design for a project, I told my boss "I'm not really that much of a graphic artist, can the concept artist help me out?" I ended up getting a written warning about how I was…
Pick a domain to specialise in, then slowly branch out. Knowing how a character model needs to be rigged, or how lighting affects a model, how materials affect the final look of the textures, are all great skill to hone. For software, the guys above have compiled a good list of what is currently industry standard. My…
I actually meant the whole professional life - 40 years. In other industries it isn't that uncommon for people to spend those pretty much in the same field of work, at least around here. I guess back in the 80s the games industry wasn't that big ;) But still schools for CG weren't wide spread back then. We are lucky to…
I would strongly suggest to look at job positions and read the descriptions or at least polycount's wiki. Yeah, sounds like a cheap advice, but there you see what type of company looks for what type of skill set for specific jobs. In the end it's most of the times like Valve puts it in their employee handbook - T-shaped…
Self declared 'generalists', one called herself the 'closest thing to a technical artist we had'. One of them did a couple of animation gigs as a freelancer before and said that he could rig - technically it was true, he could make a rig with IK handles or FK, but when a freshly gradute without specialization in rigging…
Self declared 'generalists', one called herself the 'closest thing to a technical artist we had'. One of them did a couple of animation gigs as a freelancer before and said that he could rig - technically it was true, he could make a rig with IK handles or FK, but when a freshly gradute without specialization in rigging…
I sell myself as Environment Artist, ( because that is my long time experience and I enjoy it ) but I never hold myself on doing other area of discipline that has nothing to do with my specialty , and actually showing to public what I have done with that (unreal character AI and crowd NPC would be my next goal :3) it is…
Unless you're absurdly good at what you do and you're only planning on working at super high end AAA studios, you're probably not going to get a job that's as narrow as texture painting or character sculpting without having additional responsibilities. That in mind, it's definitely a good idea to narrow your focus to one…
Do both. Be good enough at general tasks to not be so specialized that you can only do one thing, but do one thing well enough that you're known for it and stand out. It's really hard to get a job as a jack of all trades if you don't stand out, usually you'll be up against someone who is more specialized and probably…