How
does one start as an environment artist? How does the role of 3D
environment artist differ from company to company?
This essay will look at the role of an environment
artist and how much the role can vary from company to company. It
will also look at the arduous task an aspiring environment artist
must face to start in the games industry.
What
does the role of a 3D environment artist involve, what do they do? As
stated on websites Cybergooch (Cybergooch.com,
2015)
and Platinum Games(Platinumgames.com,
2015):
an environment artist is an artist that specifically works on the
environment and assets for which they have to do 3D modelling,
texturing,lighting etc. This definition can be further expanded by
Philip
Simmons (an environment artist) during his interview on EA's website
(Ea.com,
2015)
. He defines that the role of environment artist is broken down to
two roles; World builders and prop artists. The former makes the
scenery and all the architecture the gamer interacts with, the latter
is making props to be place within the world.
The
role can vary depending on what company the artist works for, and it
also depends on how big the company is. For example; Stef Bow a
junior environment artist from 'Sports Interactive' has a broader
role, due to working in a smaller company, as opposed to Chris Green
(Green,
2015),
whose role as an environment artist from Sony is quite specific, in
his case he's an asset artist.
Also,
working in companies can affect the way a team works. When working in
a smaller company with a smaller team, the atmosphere is more casual.
Where as a larger studio's schedule can be very aggressive, putting
more pressure on the artist - this can be backed up by John Morris in
an email interview (Morris,
2015 Appendix A)
during
his time at True Games Interactive. Which contrasts to his time at
BioWare, an AAA game company; which was 'big, carefully-managed team'
(Morris,
2015)
In addition, a company depending on size can give their
employee benefits for working for them. For example AAA gaming
company such as BioWare, will give more benefits to their employee.
As stated on BioWare's careers site:
“We
offer our employees great, competitive benefits including dental and
medical coverage, annual bonuses, stock options/restricted stock
units, three weeks accrued paid vacation, bonus winter holiday
vacation time, daily breakfasts, free games, game discounts on all EA
games, social activities, discounted gym memberships, and much more!”
(BioWare,2015)
However,
there are similarities in working in both smaller and bigger
companies. As stated by both Stef Bow (Bow,
2015 Appendix B)
and John Morris (an environment artist from BioWare), they both have
creative freedom to a certain extent, as long as they stick to the
brief.
“Generally
speaking, Yes, as long as my work is consistent with the overall
theme and setting of the project. I can't re-define the setting or
genre of an entire project, but that still leaves a lot of room to
create interesting spaces” (Morris, 2015)
In
addition to this similarity, one major similarity that may affect an
environment is the pressure of the deadline as stated by Stef Bow in
an email interview (Bow,
2015),
the pressure of deadline will of course rise as the quantity of the
work that the environment artist is asked to do goes up. However more
so for Stef, because she works on a smaller will have to also have to
look for bugs in the game. Where as environment artist working for
bigger companies such as John Morris and Chris Green wouldn't.
However,
none of this will matter if an aspiring environment artist can't make
it into the industry. As Scotty Brown (Lead environment artist at
BioWare) suggests in his interview for Blender Cookie:
“if
you are not learning the pipeline and ramping up on the game engine
knowledge”
(Brown,
2015)
It
is important to have strong game engine knowledge whether as a
starting environment artist, or even an artist already within the
industry. This can be backed by both Stef Bow and John Morris , as
both state within a guest lecture at NUA (Bow,
2015)
and email interviews (Appendix
A and B),
that it is always important to keep up with new tools and techniques,
software etc. This can make it hard to start in the industry, as the
striving environment artist will always have to keep learning.
Also,
two other vital factors that are important to starting out in the
industry as an environment artist are a decent professional
portfolio and the ability to stand out. The latter is more vital than
the former. As Stef Bow proves in her guest lecture (Bow,
2015),
that when she went to her job interview for 'Sports Interactive', her
portfolio wasn't as good as most of the other applicants. But what
made her employers choose her? What made her stand out? She stood out
from the rest because she was a former teacher. Her employer wanted
her because of this ability to cope with the pressures of the games
industry in addition to her determination, more so than the 299 other
applicants. This is why it's important to stand out, because it can
stand you apart from many more applicants, who maybe more qualified
and skilled.
In
addition to these, one factor that can make or break a 3D environment
artist is connections. This is a factor regardless of the sector you
work in the games industry as all guest lecturers indicated, for
example Hollie Bennet (Bennet,
2015)
and Robin Silcock (Silcock,
2015)
suggest that communication is key, as building connections, and
knowing someone in the industry can make all the difference between
an aspiring environment artist getting the dream job or not. This is
backed up by Chris Green's guest lecture (Green,
2015).
To
conclude, all of these factors are vital for a new environment artist
to remember: To stand out, to connect to those in the industry and
have a decent portfolio. In addition to these, that you find a
development company that suits to you, as the industry is an arduous
one as stated by many professionals. The hours are punishing, even
more so near the 'crunch' of a game, this is backed by the Developer
Satisfaction Survey 2014 – Summary report (igda
international games developers association, 2014). However,
once an environment artist enters the evolving and busy industry
known as the games industry and finds the company that suits to them,
their career will be very prosperous.
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