I think you forgot the part where any game with procedural art, ESPECIALLY Spore, is ugly as my fuckin ballsack. I'd take Half Life 2's visuals 10 days out of the week over Spore's. Richard Kain had some good advice. Java is a good place to start, but you will definitely need to learn at least some C++. It is such a piece…
Yay, a question I can actually help with. I started off learning how to do game art. I did some freelance work and I had a lot of fun. I picked up programming as a hobby, did some freelance work, and enjoyed it so much that I decided to major in it. It's certainly not for everyone. Even I am getting burned out on it…
Like everyone else said, DO NOT LET THE MONEY DETERMINE WHAT YOU DO! So many people make that mistake. Who gives a shit if you make slightly less money? No amount of money can buy your happiness, and I swear to you that you will learn that lesson if you take the wrong job. I was offered a sweet job at a big corporate…
For game dev you need to work as part of the overall dev team, which (certainly for lead artists & anyone aspiring to be a lead) requires dealing with programmers, who themselves will add arbitrary & unusual limits to everything from vertex counts to texture sizes. Examples include calculating 'vertex costs' - it is not…
I agree with that. Time and money are required for both. But I think the distinction of how much and where the cash comes from is important. Artists can labor at their own pace with low tech tools (paint, paper, dirt/twig) for years. Then jump to digital fairly quickly with little training (often self taught) in a few…