Environment Artist Research
Responsibility
The job of an environment artist (environment modeler) is to create backgrounds and scenery for video games. This may include anything from architecture elements like buildings, pyramids and arenas to chairs, table and plants. At first the game designers will hand the idea to the concepts artist to sketch. Then the concept artist will send the designs to the environment artist to create the models and with textures, colour and lighting. This can be a time-consuming process, during this time the environment artist will continually consult with the designers to make sure the model goes with the style of the game.
The environment artist may also communicate with the animators to account the gameplay. If the character interacts with the model in gameplay, the model needs to be high-quality compared to something that the player might not interact with.
Planning is very important prior to modelling. The artists and designers collaborate to map out the necessary props and scenery elements that will drive the story. One of the challenging of the environment artist is that in-game rendering and poly count. The artist needs to take a count of limitations of the game engine. So, the models need to have less poly as possible and texture map needs to be in ‘good’ resolution. It depends on where the game will be played. If it’s a phone game you might be limited compared to a console or PC game. If a scene attempts to render with a poly count that is too high, the animation will lag and will be frustrating if your ‘getaway vehicle didn’t render yet’. The artist need to determine where he/she can afford low-resolution models (distant from the camera) and putting the high poly to the models that is close to the camera.
The environment artist may also communicate with the animators to account the gameplay. If the character interacts with the model in gameplay, the model needs to be high-quality compared to something that the player might not interact with.
Planning is very important prior to modelling. The artists and designers collaborate to map out the necessary props and scenery elements that will drive the story. One of the challenging of the environment artist is that in-game rendering and poly count. The artist needs to take a count of limitations of the game engine. So, the models need to have less poly as possible and texture map needs to be in ‘good’ resolution. It depends on where the game will be played. If it’s a phone game you might be limited compared to a console or PC game. If a scene attempts to render with a poly count that is too high, the animation will lag and will be frustrating if your ‘getaway vehicle didn’t render yet’. The artist need to determine where he/she can afford low-resolution models (distant from the camera) and putting the high poly to the models that is close to the camera.
Skills & Education
For an environment artist, a bachelor’s degree (or equivalent) is required. Furthermore, fine art, game art, and graphic design are ideal to pursue a career as an environment artist. 2D drawing ability is necessary when texturing and sculpting skills are major plus. The environment must be proficient with 3D modelling software like 3Ds Man, Maya, zbrush and use of Photoshop. This job is a collaborative so artist must be a team player who can revive criticism and work based on that. Also, contribute to the creative process.
What to Expect?
From my research, I have found that to get into this role the environment artist must have two years of game industry experience. This can varies based on the size of the company you want to work for and the quality of your portfolio. When it comes to deadline the environment artist, must put long hours into it like 10 -12 hours a day without weekends. You will need to have passion for this role if you want to survive the stressful times.
After working for three years in that role and at least worked on two or more titles, you can pursue advancement opportunities as a lead artist or into game design.
After working for three years in that role and at least worked on two or more titles, you can pursue advancement opportunities as a lead artist or into game design.
Source: http://getinmedia.com/careers/environment-artist
Researching Company
Natural Motion
Natural Motion are leading games and technology company based in Oxford, London, Brighton and San Francisco. They are one of the fastest growing social mobile publishers on iOS and Android, and they're tools are used to create the biggest blockbuster titles.
They create create innovative ultra-high-quality games and products.
The game they have created:
They create create innovative ultra-high-quality games and products.
The game they have created:
- Dawn Of Titans
- CSR Racing 2
- CSR Racing
- CSR Classics
- Clumsy Ninja
- My Horse
- Jenga
- Icebreaker Hockey
- Backbreaker 2 Vengeance
- Backbreaker Football
Here are a few people who work for Natural Motion, by looking at their work it will inform me what type of work they are creating.
Gabriel Gunis LinkedIn - www.linkedin.com/in/gabriel-gunis Personal website/Portfoilo - https://gabrielgunis.carbonmade.com/ He has some amazing work on his website. This is one of the work of his that I really like. The textures looks astonishing. I would like to create something like that for my protfoilo. |
I have also send a email to Gabriel Gunis asking for feedback on my work. I am waiting for a respond.
Rockstar - Edinburgh, Scotland
Rockstar is one of biggest game company out there. As an Environment Artist at Rockstar North, which is based in Scotland. Environment artist will be responsible for creating exciting and believable artwork, creating and texturing environment assets for the biggest and best open world environments in the industry. Environment artist is required previous experience of working on a large games production and be mindful of memory restrictions and design requirements.
Here are the responsibilities:
Here are the responsibilities:
- Model, texture and create collision in 3D for game environments.
- Work closely with Programmers and other departments to ensure art assets are fully optimized for target platforms while minimizing any impact on artistic integrity of assets.
- Participate in R&D of new techniques to implement into production pipeline.
- Proactively seek feedback from Lead Artist, Producer and Creative Director.
- Ensure that artistic style is consistent with defined visual style for the game.
- 2+ years of post-secondary educational experience in 2D and 3D art production.
- 3+ years of experience as a 3D artist within the gaming or similar industry.
- Preferably worked on at least one released title.
- Possess a good knowledge of cutting edge shader techniques.
- Superior 3D art skills.
- Eagerness to learn new software tools and technologies.
- Ability to work in a team setting, under deadlines and time constraints.
- Expertise in 3ds Max, Photoshop, or other technologies utilized in the production of game art.
- Strong technical background with ability to grasp new programs and systems quickly would be an advantage.
- Ability to work with a high degree of self-direction and motivation.
- Strong communication and time management skills.
- Able to prioritize and multi-task.
- Creative nature with strong problem solving skills.
- Must provide a portfolio through a webpage or other digital media to be considered.
Prop Maker
Financing research
I have researched into financing and how much I need to charge when working with client or as a freelancer. This is critical because having the understanding on how much I will charge I will have a guide that I can use. This will help me keep me organised when paying bills.
Above I have worked out what is my minimum annual salary, that I will need to earn to meet my current expenses. This will allow me to calculate how much I will need to charge my client and I can find out my hourly rate.
350 days that I will be working and 10 other days includes sick days or festival.
£43.68 - Daily rate
£7.28 - Hourly Rate
This is the minimum rate that I will need to be earning. This will give me a good idea on what I will be charging my clients. I also, do a lot of Graphic Design work at the monument that will also contribute to my earning.
350 days that I will be working and 10 other days includes sick days or festival.
£43.68 - Daily rate
£7.28 - Hourly Rate
This is the minimum rate that I will need to be earning. This will give me a good idea on what I will be charging my clients. I also, do a lot of Graphic Design work at the monument that will also contribute to my earning.
I have created a invoice that I can use when charging my clients.
Self Employed as a freelaner - Paying tax
To further my understanding on taxes I have been looking at the government website. I will need to set up as a sole trader in order to pay income tax and national insurance tax.
The responsibly of being a sole trader is to keep a record of sale and expenses. This will allow you to pay tax only on your profit instead of gross profit. You will also need to file you own Self-Assessment tax return every year to HMRC. Furthermore, you pay the income Tax on your profits and national insurance tax. How much income Tax you pay in each year it depends on how much of your income is above your Personal Allowance and how much of this fall with in each tax band. The standard Personal Allowance is £11,000, which you don’t pay tax on. The personal Allowance can greater amount if you claim Marriage allowance or Blind personal’s Allowance.
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