GAMA3003 - Career research
SHINDY LEONG
SHINDY LEONG
Other potentioal career routes could be prop artist, but it's competitive and a difficult area to get into. As environment and lighting artist it could give opportunities such as in film, construction/artitechture, interior designer etc.
The beginning of this course I wasn't completely sure what jobs roles I wanted to specify in. After trying out character, props, concept, environment and animation, I found my biggest interest in character artist and environment artist. I enjoyed characters since I enjoyed sculpting, but my weaknesses were understanding anatomy. The category that I enjoy the most is environment, but there are specifications in the area as well.
Environment Artist - This is why I'm leaning more towards environment artist as I like there are a lot of varities, challenges and learning about the architecture as example. Working with 3D in general is also something I had prefer rather than 2D, it's always exciting to see my own and others final result. I'm not really sure what other job roles I could see myself working in besides environment art, I will do further research and look into job roles.
Lighting Artist - I looked into differen job roles and picked out the ones I was most interested in. Lighting artist seemed very interesting as I enjoy photorealism and explore lighting. When working with environments I noticed that I can spend loads of hours on lighting until I'm satisfied. Lighting also connects with the composition, to make the viewer focus on what you want them to see. Overall, there are various lightings which affects the environments mood and story. Although there might be some areas I haven't tried yet such as baking lightmaps.
Character Artist [4] [5]
Understand anatomy, physical behaviour and facial expressions
Skills: in 2D illustration and 3D Modelling
Model, sculp and render
Enjoy drawing, telling stories and designing
Competitive industry
Softwares: Maya, Zbrush, Photoshop, Mudbox, 3Ds Max
___________________________________________________________________________________
Environment Artist [1] [2] [4]
Work with team and pay attention to details
3D modelling skills and eye for landscapes
Work fast, prioritise and problem solving
Storytelling and composition
Understand lighting, atmosphere, textures and context
Competitive industry
Softwares: 3Ds Max, Maya, Blender, Zbrush, Unity, Unreal Engine,
Concept Artist [4] [6]
Visualise all game elements, characters and landscape
Skills: Drawing, painting and 3D modelling
Creative
Good understanding of characters and environment
Good understanding of art style, mood, perspective, color theory and lighting
Announce and marketing the game
Good to enjoy storytelling and drawing
Competitive industry
Softwares: Maya, Zbrush, Photoshop, Sketchup
___________________________________________________________________________________
Lighting Artist [4] [7]
Photorealism
Lighitng theory and lighitng pipelines
Realistic and atmospheric environments
Knowledge in colour, composition and form.
Collaboration with art director, game desingers and specialist artists.
Show various environments, assets and textures in diffrent contexts
3D rendering
Softwares: Maya, Blender, Zbrush, Unity, Unreal Engine, 3Ds Max
Environment has always been fun to create since there is a lot of variation modeling. I didn’t enjoy working with lighting at first, at the beginning I didn’t have a clear understanding of the function and lighting. This was because I never used any references which made it look less accurate and gave bad results.
My experience in University so far has made me realize what my strength and weaknesses are. My hard skills would be the technical skills in 3d modelling as I feel like I can learn the software pretty quickly and is more self-directed. I have a basic understanding of lighting, I still need to improve myself in that area.
There are a few softwares mentioned such as 3Ds max and Unreal Engine in the gaming industry, since I haven’t used those programs before which makes me a bit worried. But I will be using Unreal Engine 4 for my project. Learning lighting in Unreal Engine will be interesting as I feel the rendering is much better. I’m not completely sure if I want to learn 3Ds Max at the same time as it could affect my work, this will have to be something I learn in my spare time otherwise. Although when I think about it, 3Ds max and Maya are very similar, both softwares are modeling. So learning the 3Ds Max shouldn't be very chellenging, same goes with any other similiar softwares. This would be considered as an opportunity.
However, my soft skill is more on the weaker side. I can work in teams and take the lead if needed, although that will always be the last option for me. Some of my soft skills comes naturally when needed. Communication and presentation are my weaknesses, it does make me nervous overall and because of language barrier. The only way to improve is through experience, so I will prepare before a presentation, communicate and ask if I don’t understand.
Hard Skills - Softwares
- Maya
- Photoshop
- Substance Painter
- Zbrush
- Unity
3D modelling hard surface and soft organic
Problem solving
Organised
Understand lighting
Learn software quickly
Average - composition and color
Self-directed and hardworking
Receive and act upon feedback
Teamwork
Attention to detail
Soft Skills - Communication
Decent with UV-mapping - This depends what studios I'm looking into
PBR materials
3D packages
Traditional Art Skills - It's not necessary as an Environment Artist to be good at traditional art as it isn’t another artist's job. Environment artist model what they have received from the Concept artist.
Qualifications
Relevant portfolio
Understanding of composition, lighting and color theory
3D modelling
3D packages, texturing packages
Understand architecture
Self – motivated
Communication skills
Responsibilities
Storytellling
3D scenes based on concept art
Maintain quality
Create assets that can be shared in the project
Communicate with Lead artist, Level Design and Tech Art
Pipeline and workflow
Skills
PBR pipeline
High > Low poly baking
Software: Unity, Unreal Engine (preferred), 3Ds Max or Maya, Substance Designer/Painter, Zbrush, Photoshop
Locations: Malmö, Stockholm, Leamington, New Castle, London, Paris
Qualifications
Take responsibility and ownership
Relevant portfolio
Proven experience in game industry
Understanding of composition, lighting and color theory
3D packages, texturing packages
Scale and proportion
Responsibilities
Storytelling
3D model from concept art
Communicate with Level Design and Tech Art
Maintain quality, efficiency and consistency
Software: Unity, Unreal Engine (preferred), 3Ds Max or Maya, Substance Designer/Painter, Zbrush, Photoshop
Location: Malmö
Qualifications
Those with no industry experience – High standard portfolio
+2 years 3D artist gaming or similar
Responsibilities
Build interior and exterior environments
High quality
Storytelling
Communicating with leads and creative directors
Knowledge (medium) - What works and doesn’t
Skills
Excellent 3D skills
Learn new softwares quickly
Wants to learn and understand
Motivated and self-directed
Problem solving
Software: 3Ds max (or similar), Photoshop
Plus: Zbrush, Substance Designer/Painter
Locations: Edinburgh, Leeds, Lincoln - UK
Qualifications
Relevant portfolio (preferably real world environments)
3D modelling
Details
Scene composition
Texturing and sculpting terrain
Responsibilities
Works with Art leads and other artists
Skills
Knowledge 3Ds Max, Photoshop, Substance Painter/Designer
PBR pipeline
3D Modelling hard and organic
Understanding of world reference
Softwares: Max, Photoshop, Unity, 3Ds max, Substance Painter/substance
Location: Leamington Spa
Qualifications
At least 1 year experience in gaming studio
Responsibilities
Create high quality environment art
Storytelling
Communicate ideas and collaborate with Lead Artists and Creative Directors
Teamwork
High and low poly assets
PBR pipeline
Skills
Excellent 3D modelling/art skills
Composition
Attention to detail
Problem solving
Time management
Photoshop – Photorealistic and stylized textures
Softwares: 3ds Max, Maya, Zbrush, Substance Painter/Designer, Photoshop, Unreal Engine or Unity
Locations: Sheffield, Nottingham, Newcastle, Leamington Spa, Warrington, Brighton, Leeds
Responsibilities
Build appealing map with strong composition and mood
Work with Art Leads and other artists (Lighting, concept, level design and tech art)
Essential
Portfolio – World building, modelling, mapping and texture
Basic skills of standard environment
Understand composition and colour theory
Communication skills
Receive and act upon feedback
Hardworking
Softwares: Maya, Zbrush, Photoshop, Substance
Plus: Unreal Engine, PBR pipeline
Location: London
Essesntial
Baked lighting and dynamic
Understand lighting theory
Experience baking lightmaps
Lighting pipelines
off-line 3D rendering
Responsibilities
High quality lighting art
Meet deadlines
Softwares: 3Ds Max, Photoshop, Unity, 3Ds max, Substance Painter/substance
Location: Leamington Spa
Essential
Knowledge of colour theory and lighting
Real time rendering and FX
Minimum 3 years of production experience
Understand physical shaders and interaction with lighting
Responsibilities
Design and implement lighting for environment
Create pitches for future projects – tone of environment
Essential
Understand real time and software rendering
Lighting theory
Cinematography and dramaturgy - scene blocking and mood
Signposting
Communicate with art director
Knowledge of game development process
Knowledge of Maya and other programs
Responsibilities
Create interior and exterior lighting within games and cutscenes
Adjust and place light source
Shading materials and textures
Post-Processing
Lighting and atmosphere
International travel
Having a better idea what the job roles entail helped me realise what areas I’m lacking. I feel unsure when it comes to software's such as Unreal Engine, 3Ds Max, baking lightmaps and lack of knowledge in other areas. Not having any experience with the software doesn’t concern me as Unity is similar to Unreal Engine, I would say this is more of an opportunity as I have a basic understanding of Unity already. Learning new software's in the industry it normal, this just means I would have to spend some more time learning the software.
Basing on my research, this is a competitive industry which makes it difficult for a graduate. The majority of the job applications were looking for seniors, they have more experience than graduates. Even though I don’t have any experience in the industry yet, means I will need to work for a high standard portfolio to make it stand out and show my skills.
As a lighting artist it seems quite challenging, they tend to look for someone with high knowledge of lighting. Listening to podcasts, a few environment artists have switched to lighting artist as they were lacking knowledge in lighting. The reason was because the artist noticed they had a bad understanding of lighting which affected their environment. This could be another route for me, if I end up being an environment artist and end up in the same position as them, I could specialise as a lighting artist instead. Right now, I’m leaning more towards environment artist.
This is worrying, but to get into the game industry it’s good to have contacts online and communities to show off my work. I also found some unpaid internships in Sweden I could apply for as a 3D environment artist, internship would be 3 months – 6 months. Internships won’t set such a high standard as the bigger studios, it will also help me with my CV and experience. The advice from most artists to get into the games indsutry it to reach out to people in those companies, this could be junior artists. This will show that I'm interested and shows initiative that I'm reaching out in a professional way.
Since I'm not fully aware of environment pipeline I want to get a clearer idea how they make the levels. A few steps in the process are similar in most projects, it depends on the genre and engines. The stages in the environment pipeline was very interesting, and teamwork with other artists. Reading through this definitely gave me an overview in the future.
Level Brief - Usually one/two sentences description of the level brief from the writer. Presented to concept artists, level designers and environments artist during a level kick off meeting. A level brief helps with context and helps the artists.
Key Art/Map layouts - In a level kick off meeting there is either key art created, high level layout created or both. Key art could be concepts with a clear mood, color palette and design. High level layout shows ideas of the gameplay.
Level Design Blockout - The level designers create levels, making sure spaces, distances and angles are correct so it’s fun. It should be fun so the players can move through the levels without frustration. The block outs consist of primitive shapes such as squares and cylinders, this makes the job easier for the designers to iterate.
Proxy Phase - Proxy phase is a stage for the environment modelers. Proxies allows the team to track how many assets they need for the final, this is very important for level development. A good proxy focuses on silhouette, precise proportions and clear material grouping.
Production Concepts – This phase occurs before, during and after the proxy stage. The concept will give as much information to the modeling team through their drawing to prevent them from finding the designs. The drawings will answer as many questions for the modelers.
Final Assets - The final assets bring the whole scene together, supports the composition and focal point. A clear pathway and interactable assets. Most of the assets should be subordinate to the focal point or hero asset. The environment should be smooth and reflective. This comes to assets having damages which tells a story,
Polish/Set Dressing - Polishing the environment by adding props, decals and signage to make the environment believable and immersive.
Lighting –Lighting is very important to set the composition and atmosphere of the level. It also depends on the environment, stylized or realistic. Stylized tends to have more saturation and intensity lights. Lighting artist will pay attention the way the assets interacts with the lighting, therefore there will be textures and materials adjusted.
Environment Assets - 4 types of assets for an environment:
1. Hero assets - Hero assets could be higher level of environment artist. These are interactable and destroyable assets which requires rigging and animation, this must be done before texture is added. Hero assets can have a smaller team size and require more detailed concepts. While props assets (4) don’t.
2. Modular Assets - They do most of the heavy parts such as structures, sidewalks and more. A good modular set has few pieces but can be used for a lot. Having grids make is useful for snapping. Modular pieces are textured trim sheets and tiling textures done through very blending or decals to minimize it from repeating
3. Vista Assets – Vistas should be an early stage in the process to plan the budget limitations. They have less triangles, these are usually card or volumes with no other side on them. These can be seen as a painting. Examples of vista assets could be volcanoes, flock of birds and more. Vista assets is useful for storytelling.
There are different seniorities in the game industry, these are usually junior/mid/senior and lead. Depending on the seniority, you will have different responsibilities, your skills and experience. I didn’t know exactly what the differences was at first. The way seniors works as example won't be the same for all studios, it's different depending on the job. I expected higher standards from a Junior Artist, reading that the artists doesn’t need to know everything about composition, lighting and colour theory makes it less worrying as those areas were my weaknesses.
Intern/Junior Artist - 1,5 year of experience
Not a lot of experience
Does small section of the game
Gets to do low priority assets – smaller props and environment areas.
Juniors aren’t expected to know everything about composition, lighting or colour theory. Leads and senior artists will give feedback.
Mid-level Artist 2-4 years of experience
Understand applications
Better understanding of tasks
Familiar with pipeline
More independent compared to Junior artist
3. Senior Artist - 5-8 years of experience
More experienced than intern and junior artists
Have knowledge about composition, colour theory as example
Work on important hero assets
Take care of levels
4. Lead Artist - +8,5 year of experience
Makes sure everyone moving in the right direction
Gives feedback
Have the vision how the game will look like
Participates in meetings, planning and more
When I’m a graduate I will have limited experience. I will apply for as many locations as possible, it will help me get my first job to build experience. I can’t be too picky at this point since it’s important to get the experience at this point. Once I get the internship/job I can practice my skills and work towards my desired job. With the research, I will need to look at the companies before applying and check people’s portfolio who are in the company already. Looking at the image, 35% tends to find their first job in 1-3 months.
If I happen to get rejected, I will be spending my time working on my portfolio and skills before applying again. Network and socialize with other people to get feedback from people in the industry. This could also be surroundings and classmates.
I have been looking into several internships and would say it's quite similar and different at the same time. Most are unpaid internships, I don't mind as I need the experience. The internships can last up to 3 months, 6 months or one year, it also depends on the studio, if it's smaller or larger. I couldn't find a lot of environment internships, it was mostly more specified, such as props or 3D artist. But a friend of mine used to work at one of the smaller studios in Sweden, which was mostly focused on props, alongside you get the experience working in team and new people. It can happen that I won't get an internship, it’s very hard. The key thing is the portfolio and make sure it’s the best.
Grads in Games - Awards and internship - UK
Grads in Games Awards or Search For A Star (final year) is where students create their own games, the winner gets a chance to get an interview with a game studio and internship. The work should show your skills and make your portfolio stand out. There are different gamedev challenges depending on which field you are focusing on. Since I want to become an environment artist the challenge will be two parts:
6 week Environment Development Project - Develop and present a game ready asset in 6 weeks. Being provided an industry approved project brief, there will be key environment assets (and place them in) that shows knowledge, technical ability and understanding of preparation.
Industry Panel Interview - The interview will be a winner from each challenge, this will give you a chance for a job interview or internship.
Grads in games have a huge network with other companies that provides games internships, these companies include Microsoft UK, Sumo Digital, Boss Alien, Frontier Development, Microsoft Rare, EA, Sony and more. What’s good is that if I’m interested being an intern in the UK game studios, I can contact them through their email (interns@gradsingames.com) and they will help with my CV and portfolio which sounds great. [21]
Awards - Search For A Star. (6 weeks)
Winner - Interview with game studio and internship
Feedback on work
DICE - Internship and master thesis - Sweden
DICE have created games such as Battlefield, Mirror's Edge and Star wars Battlefront and more. DICE internship offers mentors teaching you, real-world environment and contribution to shape their game. There are two cycles of internship: autumn and winter which last for 3-6 months. To get the internship I must be an active student at an university which is a part of my educational program. This is an unpaid internship, although I must be based in Sweden to able to get the internship and current working from home period. The internship seems interesting and it located in Sweden, since I’m in 3rd year and they only do internship with active students it might be difficult. But they also offer master’s, although I don’t think it would be necessary and it would be too expensive. I will try to contact DICE concerning the internship.
DICE two cycles internship - Autumn and winter
3-6 months
Must be active student at an university
Unpaid internship
Must be based in Sweden to get internship
Avalanche studios - Internship application Future Games - Sweden
Avalanche studios offer internships in Sweden, Malmö and Stockholm. I connected with them on their website to keep me updated on their internships, the internship was very wide such as concept artist, Game Designer, Mission Designer and more. As an intern you will be responsible for your own task and depend on knowledge and background. Visible work might not be in their final product but ensure that you get opportunities to learn and develop. You will be invited to all meetings, events and previews. All interns get rewarded with 5000 sek and extra 10000 sek if it leads to employment.
Location: Malmö or Stockholm, Sweden
All interns get rewarded with 5000 sek and extra 10000 sek if it leads to employment.
Paradox Interactive - Internship - Sweden
Paradox Interactive does offer interships, although they work with students who require placements. Since I'm going to be a graduate this might not be compeltely sure as most studios look for active students. They offer 3D artist internships which could be a good experience to specialise in 3D props, buildings, terrain and textures. It might be different from what I want but I'm currently fine with any jobs for the experience. Paradox Interactive creates strategy games which isn't my kind of genre I'm interested in.
Location: Malmö, Stockholm and Umeå, Sweden
3D artist internship
IO Interactive - Internship - Denmark / Sweden
IO Interactive have two studios based in Malmö, Sweden and Copenhagen, Denmark. I'm fine relocating to either of the countries. IO Interactive have created games such as Hitman which is a game that's fairly popular. They accept any application they will look at, although I haven't found anything about Environment Artist so I will also have to contact them.
Location: Malmö, Sweden and Copenhagen, Denmark.
Palindrome - Internship - Sweden
Parlidrome currently look for 3D Prop Artist, they pay their interns which is good but it depends on what the role and length of the internship. As a Prop Artist I could focus more on specific skills and details. Props are a good way to add into my portfolio as it's a part of it for Environment Artist. During that time I could also work on bigger personal projects. Palindrome is also another strategy game that I'm not into.
Paid internship
3D Prop Artist
Location: Skövde, Sweden
Frictional Games - Internship - Sweden
Fritional games have creates games such as Amnesia and is located in Malmö, Sweden. They only offer internships for Swedish residents for internship positions and student internships. The website doesn't mention a lot about the roles I want to specialise in but I have contacted them. During the pandemic they didn't provide any internships in 2020.
Only internships for Swedish residents for internship positions and student internships
Location: Malmö, Sweden
Climax Studios - Internship - UK
Climax Studios is Portsmouth, United Kingdom, they are popular for their survival horror games and actions role playing games. Their styles are stylized and mixture of realism/ stylized. They announce their internships on social media, and this is paid internships which is a bonus. Other than that, they do hire graduates as it's very active from both outside and inside of the UK, I have emailed them concerning if they offer Environment Artist Interns or something similar.
Offer relocation assistance
Paid internship
Location: Portsmouth, United Kingdom
There are various resources which could be useful to look into studios, as example Glassdoor, Metacritic and Yelp. Reviews can be helpful to give you an idea about their interviewing experience. This could be useful what to expect from the studios I will be looking into.
Gamedevmap is a map showing game development organizations. This is very useful if I want to work in any specific areas and in smaller studios for internships and build up my portfolio. It's definitely a good opportunity as it might be easier to get a career as a graduate, it's a good start.
[1] (2020), Senior Environment Artist [Avatar Project] (Art), Available from: https://www.ubisoft.com/en-us/careers/search.aspx#sr-post-id=743999720279064&is-redirect=true, [Accessed 25 September 2020]
[2] (2020), Graduate Environment Artist [YOUR CAREERS STARTS HERE] (315), Available from: https://gamedevjobs.io/job/graduate-environment-artist-your-careers-starts-here-315/5e0e4d94f2a761fd2cbb1607/?utm_campaign=google_jobs_apply&utm_source=google_jobs_apply&utm_medium=organic, [Accessed 25 September 2020]
[3] Leong. S, (2019), A1 - Diorama, Available at: https://sites.google.com/view/shindyleong/year-2/gama2005-game-art-environments/a1-diorama, [Accessed 1 October 2020]
[4] Intogames, Explore Careers, Available at: https://intogames.org/careers, [Accessed 1 October 2020]
[5] Character Artist, Available at: http://getinmedia.com/careers/character-artist, [Accessed 1 October 2020]
[6] Glassdoor, Concept Artist, Available at: https://www.glassdoor.co.uk/Job/concept-artist-jobs-SRCH_KO0,14.htm, [Accessed 1 October 2020]
[7] Glassdoor, Lighting Artist, Available at: https://www.glassdoor.co.uk/Job/lighting-artist-jobs-SRCH_KO0,15.htm, [Accessed 1 October 2020]
[8] Rockstargames, Environment artist - Rockstar Games, Available at: https://www.rockstargames.com/careers/openings/position/4048123003, [Accessed 1 October 2020]
[9] Senior Environment Artist [Tom Clancy's The Division 2], Available at: https://jobs.smartrecruiters.com/Ubisoft2/743999672717899-senior-environment-artist-tom-clancy-s-the-division-2-, [Accessed 1 October 2020]
[10] Massive Entertainment, SENIOR ENVIRONMENT ARTIST, Available at: https://www.massive.se/job/senior-environment-artist-743999720279064/, [Accessed 1 October 2020]
[11] Glassdoor, Environment Artist, Available at: https://www.glassdoor.co.uk/Job/brighton-environment-artist-jobs-SRCH_IL.0,8_IC2680716_KO9,27.htm?rdserp=true&jl=3654458812&guid=00000174e9aafcbda7cf0aaaff8cdcec&pos=101&src=GD_JOB_AD&srs=EI_JOBS&s=21&ao=1091461, [Accessed 2 October 2020]
[12] SplashDamage, Associate Environment Artist, Available at: https://www.splashdamage.com/careers/job/oCZkdfwS, [Accessed 2 October 2020]
[13] Playgroungames, Environment Artist - Contract, Available at; https://www.playground-games.com/careers/ooIsbfwt/, [Accessed 2 October 2020]
[14] McGowan. D, (2017), The Stages of Environment Art in Gamedev, Available at: https://80.lv/articles/the-stages-of-environment-art-in-gamedev/, [Accessed 2 October 2020]
[15] Goodson. K, Guide to Game Art Applications, Available at: https://www.artstation.com/marketplace/library/1znv/60905/guide-to-game-art-applications-free-pdf, [Accessed 1 October 2020]
[16] Goodson. K, Guide to Game Art Applications - CV's and Covering Letters, Available at: https://www.artstation.com/kierangoodson/blog/nz0A/guide-to-game-art-applications-cvs-and-covering-letters, [Accessed 1 October 2020]
[17] Goodson. K, Guide to Game Art Applications - CV's and Covering Letters, Available at: https://www.artstation.com/kierangoodson/blog/nz0A/guide-to-game-art-applications-cvs-and-covering-letters, [Accessed 1 October 2020]
[18] Shi.D, (2015), SWOT Analysis, SlideShare vailable at: , https://www.slideshare.net/DavidShi10/swot-analysis-56393445, [Accessed 15 October 2020]
[19] Hodri. R, (2020), An interview with Robert Hodri, Senior 3D Artist at id Software, Article, Available at: https://www.dgedwards.com/2020/04/08/robert-hodri-senior-3d-artist-id-software/, [Accessed 17 October 2020]
[20] Mon. S, Everything You Need to Know to Become a Game Environment Artist, Article, Available at: https://magazine.artstation.com/2017/03/game-environment-artist/#:~:text=As%20a%20junior%20artist%20you,multiplayer%20or%20single%2Dplayer%20levels., [Accessed 17 October 2020]
[21] GradsInGames, Environment Art Search For A Star & Rising Star GameDev Challenge, Available at: https://gradsingames.com/game-dev-challenges/search-for-a-star/search-for-a-star-environment-art/ [Accessed 22 October 2020]
[22] ArtStation Guide to Going from Student to Professional Artist, [Article], Available at: https://www.artstation.com/kierangoodson/blog, [Accessed 24 October 2020]
[23] Bradley. C, (2016), Careers in the Game Industry, (Online), Available at: https://www.linkedin.com/learning/careers-in-the-game-industry/the-studio-model?u=57075897 , [Accessed 20 November 2020]