I have been looking into different environment artist and lighting artist, I mainly focusing on environment artist as that's the field I'm mostly interested in. With the guest talks, articles and advice from peers I will be contacting artists from different seniorities. Mostly juniors as they are new into the industry and knowing their journey etc. It's most likely they will response since they aren't as busy as the seniors. The most efficient way would be emailing them, especially during this pandemic period. But I might consider calling them as well, as there will be a higher chance, I will give an answer rather than being ignored.
Hi [contact name]
My name is Shindy, I am currently a third year Game Art student at University of Worcester. I'm currently doing a professional practice module, part of this module is to contact industry professionals for feedback, inspiration and information to help my career goal. I have created a survey with 10 questions, this would be extremely helpful. I understand if you can't response as it can be busy during these periods!
Survey link: https://docs.google.com/forms/d/e/1FAIpQLScmBWXGGVGnmCwaEeiOCKA35fPKEOsk5fTeMWmXqgsHJRs_8Q/viewform
Thank you for taking the time to answer my questions!
Sincerely,
Shindy
Do you have any advice for someone who is just starting their career in the industry?
How did you get into the industry?
What is the most common issue(s) when working in the industry?
If you have worked in a smaller and larger studio, what were the differences?
What kind of tasks would you have as an environment- or lighting artist?
Did you do a Game Art Tests, what did you and how long was the test?
What should a portfolio contain to get the job position?
Do you have any advice for someone who is just starting their career in the industry?
Work hard, practice and develop your skills and portfolio. Do work on ur free time while you are studying at University, it can be difficult after work hours. Don't complain, ask for feedback and be respectful. - Summarised everyone's responses
How did you get into the industry?
A lot of different responses here.
On my own! Started off in small indie studios. - Otto Ostera, Senior Artist at Blizzard Entertainment
Started at a mobile game company and got hired after 3 months of graduation. - Erica Cai, Environment Artist at Bethesda Games
By working a lot, doing courses and getting a mentor. A mentor can help you to push you further. - Patrick Ziegler, Junior Environment Artist at Dambuster Studios
I studied at University, worked a lot on my graduate portfolio and then got a job at Sumo Digital. This job was an opportunity presented to myself through the people that I had been speaking to whom currently worked there. - Mary-Sue Challinor, Environment Artist at Ubisoft Reflections
I started out doing freelance jobs here and there and building up my portfolio. My first job was as a contract artist for Microsoft. After the contract ended, doors opened up for me. - Jeff Severson, Senior Artist at SAIC
I had a strong portfolio that demonstrated good art fundamentals and a solid understanding of game art workflows. I developed this at University, though not through my modules, but in my own time. I ended University with 0 portfolio pieces from my art modules. Finally, I wasn't weird in interviews and got on well with people in the studios I interviewed at which made me a good candidate. - Jonjo Hemmens, Junior Environment Artist at Rocksteady Studios
What is the most common issue(s) when working in the industry?
People get comfortable and stop pushing themselves. - Otto Ostera, Senior Artist at Blizzard Entertainment
Artists taking criticism personally. You have to learn how to detach yourself from your work. If you already do that then that's great! Being open to criticism is an important skill. - Jeff Severson, Senior Artist at SAIC
Time Management can be tricky and you have to get clear in what you want to do. Also, sometimes there are a lot of stressful tasks. They are challenging, but fun. - Patrick Ziegler, Junior Environment Artist at Dambuster Studios
Generally knowing when to ask for help is a mistake a lot of juniors make. Don't be afraid to ask questions to really understand what you're doing. - Mary-Sue Challinor, Environment Artist at Ubisoft Reflections
If you have worked in a smaller and larger studio, what were the differences?
Smaller Studios gives you more various tasks. Smaller companies can be restricted and be more involed with other disciplines. You feel more like a family as you know everyone in a small studio although changes can be made easily.
Larger studios are more organised and have more managment, care, benefits, larger projects and systems in place to assist us to do out jobs. Also opportunities to travel and mixture of other cultures. Large companies will be more specialized in one area such as modelling kits or modelling organic assets or only create materials.
What kind of tasks would you have as an environment- or lighting artist?
As an environment artist: - Patrick Ziegler, Junior Environment Artist at Dambuster Studios
- working out the blockouts and adjusting them to playable spaces
- Creating materials and applying them to the game world
- Set dressing to indulge the player in the space
- Highpoly/Lowpoly modeling
- Creating kits/trim sheets
- Occasional Lighting
As a Junior environment artist you would start making props. Further into your career you would do more world development. For lighting artist I assume you would need to know about FX and lighting. - Jeff Severson, Senior Artist at SAIC
Environment artists are usually responsible for everything environmental. Props, buildings, landscape, foliage, collision, you name it. If it's in an environment, it's probably been through the team. After the designers are happy with their blockout, we'll come in and make it look great. - Jonjo Hemmens, Junior Environment Artist at Rocksteady Studios
As an environment artist though, someone whom works within the game world - you could be responsible for set dressing, creating buildings, painting terrain with textures and vegetation, creating blockouts and working in conjunction with all other disciplines to produce a scene. Environment Artist tends to be quite an umbrella term in larger companies, and we are given opportunities to branch into Level Artist, Prop Artist, Weapon Artist, Materials Artist and Technical Artist. - Mary-Sue Challinor, Environment Artist at Ubisoft Reflections
6. Did you do a Game Art Tests, what did you and how long was the test?
To summarise the art test can take up to 2 days to 3 months, most of the artists has art test lasting for 2 weeks. It can be organic, diorama or environment from a concept. If portfolio is strong an art test won't be necessary unless they want something specific that wasn't presented in your portfolio.
I've done one that's on my portfolio. Was 2 weeks, and successful, though I didn't go for the job. - Jonjo Hemmens, Junior Environment Artist at Rocksteady Studios
Yes, I did an organic environment in two weeks (spare time) - Erica Cai, Environment Artist at Bethesda Games
I did around 5 tests before landing my job, usually they range from 3 days until 2 weeks in my experience. Any longer than that I would refuse to do. They range from a small diorama to a full scale environment matched to a concept. They can be pretty crazy at times. - Ryan Thomason-Jones, Environment Artist at Astrofish Games
I haven't done an art test before, however I have known of people doing these. They can range anything from two days to three months - depending on the size of the test, company and job you are applying for. If your portfolio is strong enough, you shouldn't need to do an art test - unless they are looking for a specific skillset they think you can do but is not present in your portfolio. - Mary-Sue Challinor, Environment Artist at Ubisoft Reflections
7. What should a portfolio contain to get the job position?
Depends on the position. Environment art would be props and a handful of scenes from small to large. - Jeff Severson, Senior Artist at SAIC
A strong portfolio should include either one very strong or a couple strong environment pieces. They should demonstrate good lighting, props, asset creation, and understanding of game art workflows (trimsheets, foliage creation, modularity, etc.). It's got to be well composed, and interesting to look at. - Jonjo Hemmens, Junior Environment Artist at Rocksteady Studios
Get clear fast where you want to work. What style does the studio have? Are there any other studios with a similar style you would like to work for? Then go all out on that style (usually realistic vs stylized). One quality piece can get you hired. 5 mediocre ones won't get you hired (usually). If you are aiming for environment art position, your portfolio should contain environments in a game engine. And please, have your portfolio on Artstation. Do not make your own website. Good luck! - Patrick Ziegler, Junior Environment Artist at Dambuster Studios
It's always quality not quantity. Usually one good piece of work is enough to get you the job. Tailor your style to the company you want to work for. If you are open to any company (as i was) you can have a range of things from hard surface to organic, full environment to small props. Material creation is always a plus. - Erica Cai, Environment Artist at Bethesda Games
If you are applying for an Environment Artist/Level Artist position, this would be environmental pieces on your portfolio. This doesn't mean that you need to make every single prop, you can compose scenes using asset packs and Megascans, as long as you produce a great scene with a good composition and storytelling. If you're aiming for a more content creation driven Environment Artist position, then you would produce 1 very good material, 1 very good prop and also a very good environment scene. - Mary-Sue Challinor, Environment Artist at Ubisoft Reflections
Consistency, a clear breakdown on each post showing me that not only what you created looks good, but that I can see step by step how you tackled problems and implemented techniques. Being brutally honest, your portfolio as soon as you leave university 9 times out of 10 isn't going to land you a job, especially given the current climate, so prepare to put extra work in afterwards. Ask someone to look at your portfolio and a junior's portfolio side by side and find out what about their portfolio got them the job or made them stand out, and how that compares to your own. Clear and eye catching thumbnails and with a solid scene to go with it is going to land you a job in most places. - Ryan Thomason-Jones, Environment Artist at Astrofish Games
What is dynamic light and baked light? - Kieran Goodson
For me, outdoor scenes are always dynamic - never baked. For a static image, you may usually use only baked lighting with some dynamic lights if I need extra detail so I don’t have to rebake everything.
With that in mind, what are three skills Lighting Artists MUST have and why are they essential to the job? - Kieran Goodson LINK
Color theory - “Complementary colors, analogous colors, how different colors can change moods and draw the player’s eye towards a specific area. For instance, if you have an overcast scene and you want to draw the player to a specific doorway, how can you use color to do this? An overcast scene would more than likely be on the cool side of the color wheel, so I would use a complementary, warm color in or by a doorway to do so. This in turn would catch the players eye and draw the player towards this area.”
Basic lighting - “Complementary colors, analogous colors, how different colors can change moods and draw the player’s eye towards a specific area. For instance, if you have an overcast scene and you want to draw the player to a specific doorway, how can you use color to do this? An overcast scene would more than likely be on the cool side of the color wheel, so I would use a complementary, warm color in or by a doorway to do so. This in turn would catch the players eye and draw the player towards this area.”
Good photographer - “Know how ISO, aperture, shutter speed and exposure works. As a Lighting Artist you might be called upon to tune Depth of Field or asked to change the exposure of your scene. These are basic functions that you should know.”
When the lighting in the scene doesn’t ‘feel right’ or give off the desired atmosphere, what are some of the things you do to tackle the issue? - Kieran
"With this in mind if a scene doesn’t look how I want I will first of all disable all the post-processing and color grading except exposure, just to be sure that I am looking at my base lighting. Then I work on color, adding or deleting lights, creating highlights where it’s important and also my fog if I use it. After, I try to balance contrast to have good visibility in my black areas, avoiding pitch black even if I really like the strong contrast. I usually work without post-process or color grading until the very end of every project." - Kieran
The guest talk was very helpful, especially graduates coming from University of Worcester. Knowing how their journey was to get into the game industry during these difficult periods. Getting advice what they regret not doing whilst in University really pushes me to start entering competitions, although I tend to make excuses that I don't have time due to uni work. As Joe mentioned, his portfolio wasn't perfect, but he has the soft skills which got him the job. Soft skill is 50% of the job role, this could be a disadvantage for me as my soft skills is one of my weaknesses. I could already start with some key points I mentioned in my five-year plan such as enter competitions and improve my skills. Joining the competitions will give me feedback and how to improve my work.
Christian - Junior 3D Artist LINK
Important to keep low poly count when creating assets for games
Put in the hours, do all work and update portfolio. Work on skills, email people and companies (takes a lot of time).
Enter competitions while in uni, regret not doing it
Do some clean up in photoshop to make your work stand out
Art test - Tends to give you poly count limit
If you get rejected, use the feedback and improve work and keep going
If you don't have the skills as example, tell them you know the basics to show them you have a positive mindset
Five year plan - Fill in more environment, enjoy the job and projects
Joe - Junior Technical artist LINK
Wanted to be environment, but working at tech. Does rigging etc. Even if it's not what you want, say yes.
Intermidiate and juniors - Contact them. Better advice for entry and get back to you.
Have as much on your portfolio as possible, relevant.
Good communication and good rep with interviewers, not the best portfolio but good soft skills. His portfolio was a lot of environment and props.
Dream job - Anywhere I can do VFX
Listening to Amber's journey and advice to the industry was very helpful. There were a few stuffs I have heard before on other guest talks but listening to her journey was inspiring and motivating. She has a positive attitude, even though it took her one year until she got into the industry she kept working on her portfolio and built her confidence.
This gives a clear path what I should do after University, how to improve my skills and more. It was close to my five-year plan, as I planned to keep working on my portfolio and improve my skills after university. I will apply for internships and jobs, If I get rejected my plan is to keep working on my portfolio and get a job during that time. With that mindset she has, she was able to get a job because she was one of the strongest ones that applied. Working in the studio doesn't sound as terrifying, everyone wants to teach you,
Do you have any advice for someone who is just starting their career in the industry?
After University, keep working on portfolio. Learn for yourself, be independent and driven for own development. Take on the feedback as that’s the best things to do, helps you to improve your skills (both peers and other artists). With good time management, you will know what to do and what to learn. Most likely you might not get into industry after university. But apply for jobs when you finish your degree, some studios will give you feedback.
2. How did you get into the industry?
Amber has been working in the gaming industry for 6 years as an Environment Artist. It took her one year to get into the industry, during that time she worked 3 jobs and worked on her portfolio. She also built on her confidence to apply for jobs again. The reason she got the job was because she was one of the strongest, hardworking, professional attitudes, keen to learn.
The beginning of her career she learned problem solving, lighting, asset creating, development pipelines, design and all other environment stuff. Everyone will try to teach you. Even during her time working in the studio she kept working on her portfolio on her free time. Her advice was to find a good concept design and ask for permission. Translating concept artist’s work into 3D is interesting and learning, make sure to credit them!
Summary:
Continue to work on portfolio after University
Learn, be self-sufficient and driven for own development
Feedback from artists - Improve your skills
Apply for job after finishing degree, useful feedback from studios
6 years' experience in gaming industry as an Environment Artist
Took one year to get into industry
Worked 3 jobs and continued to work on her portfolio
Built her confidence
Got the job due to: one of the strongest, hardworking, professional attitudes, keen to learn.
Beginning of career - Learned problem solving, lighting, asset creating, development pipelines, design and all other environment stuff
Keep working on portfolio on your free time
Translate concept artist's work into 3D work, ask for permission and credit them!
Other advice
Support your classmates and other artists, help each other. It will be the same in the industry.
Learning new software – Go to their website, access to tools etc. Also learn game engines.
Network with others, Game art communities.
With time and practice you can defeat your anxiety
Be patient and learn new things
All the responses have been very helpful for everything for this module. What I liked about it is the fact all artists had different paths to get into the industry. The responses were both from junior and senior artists, I got answers within a few hours or 2 days. Some of them did reach back letting me know they did the survey and others were too busy, although messaged me saying they would love to help me when they have time.
What I have gathered from the questionnaires is to practice and work hard on my portfolio. This can be done during my freetime, they recommend doing it while studying at University since it can be difficult after work hours. Always ask for feedback and be respectful. How the artists got into the industry is through indie studios, mentoring, networking, freelancing and worked on portfolio which demonstrated good art fundamentals and understanding. I wish I could have done more personal work on my freetime when I started University, I'm already in my 3rd year and regret not doing it earlier.
Paying attention to the most common issues in the industry is always good as I know what to expect in the industry. It's very often people get comfortable at the studio and end up feeling stuck without improving themselves. This is one of the reasons why I don't want to get too comfortable working at a studio, if I don't push myself, I won't be able to achieve my goal. Or another way to avoid this common issue is to ask questions and take critiscm without taking it personally. Being able to separate work and personal life is important.
I wouldn't mind working for a small or large studio. If I work at a small studio I will work on various tasks since larger studios are more specialized in one area. For me, it's more likely I might work for a smaller studio first and then move my way up to a larger studio. In a sort of way, this is expanding my experience. I also learnt that art tests aren't always necessary, if the recruiters see I have a strong portfolio I won't have to do an art test as I have got what they are looking for. To get the Environment Artist position, especially for the position I'm at right now. For now, having one prop, one environment scene and one material will be a good portfolio.
Overall, hearing their response isn't as worrying anymore, as a few of the artists have been in the position I'm in right now and I will eventually be in their shoes. I will keep working on my portfolio as I still need some pieces to add for my portfolio and improve it.