I've been spoiled =/ I work on a small team and one of the biggest rewards is having massive creative freedom. Or CD and AD don't really impose their creative will on the artists unless it is to help the overall vision of the game or make sure key elements of the design are put in place. Since we make adventure games the…
It also depends on how you define creativity. Personally I feel that creativity can come through process as much as subject. (IE: Problem solving, etc...)
Does it in this industry, I'm not a veteran in the games industry but I have been in post production for a few years. I'm just curious to know whether 3d artists actually get any creative freedom when making their assets, be it characters, props or environment. Or is it just keeping close to the techboard, like a factory…
Good to know. I used to have much more creative freedom working in post production, especially on commercials and tv spots. It'll be nice to experience a more creative environment, where design choices can be made together with the AD, concept artist, and 3d artist. Having to stick close to the techboard down to every…
I used to... But now I have about 25% creative control of the environments I'm building. But I do think it depends on where you work and your position in the company as well as the project you're working on. -caseyjones
Oh hell yah - for me anyway. I'm like Vig, I've been spoiled. I came to Threewave as the 8th employee and we now have ~45 people here (60 total) spread out to 1 of 3 different FPS shooter (each 1 of the major engines) projects, so the teams are insanely small. The small team definitely adds to the creative freedom. It…
I'll echo that it completely depends on the studio, who your art director is, etc. I've worked on projects where I knew what I had to make, what the style was it had to fit in to, how big it was supposed to be etc. and I've had opportunities to really go nuts. The place I work at now lets me do really anything I want. I…
It depends. I worked on a bunch of realistic, simulator type games where I was just reproducing reality with no room for variation. But I've also worked on games where there was little vision and I had lots of freedom to influence the style. I actually prefer a project with a well-defined style guideline, that allows me to…
Depends where you work I guess I'd imagine smaller teams get more freedom with their work since they might get to have more say in the overall design and art direction... I reckon for a big studio churning out a movie tie-in though, it'll just be "get a concept, model the concept exactly, move on to next concept".