Career Interest
3D Art
As an integral part of the video game development team, 3D artists make video games come to life visually. Utilising specialised software, these artists create a series of 3D assets that are compiled to form characters, props, and immersive environments for players to explore – visual style has the ability to determine the success or downfall of the video game. However, this broad spectrum of generalised artists can be divided into individual roles, which specialise in distinct areas or fields of 3D art – I will be researching and analysing which scopes interest me most. Here, I have assembled a list of potential career paths I may wish to pursue:
- Environment Artist
- Character Modeler
- Animator
- Visual Effects Artist
- Prop Modeler
- Vehicle Artist
- Texture Artist
- CGI Artist
- Technical Artist
Environment (Terrain) Artist
Before I asses my own capabilities and break down which aspects need the most improvement to be able to pursue my chosen career path, I think it would be best to break down and analyse an existing example to better understand what a job specification really consists of. Below is a screenshot from Rockstar Games’ careers website advertising a role as an “environment terrain artist” in Leeds, England.
Almost every company in the games industry begins their advertisement with one of their own, enticing the reader to pursue a career within their organisation – this small introduction usually consists of inspiring projects, a vague description of responsibilities and a reference to broad aspirations.

In this example from Rockstar Games, the vacant job role begins with a clear and concise list of responsibilities that the applicant would need to carry out on a daily basis if they were to succeed in their pursuit of becoming the company’s “environment terrain artist”. This instance includes efficient research and development (R&D) into new skills that could be applied to the production pipeline; using the latest techniques in sculpting, modelling and texturing terrain; and working closely with another department regarding similar tasks.

Following on from a precise list of key responsibilities comes a larger summary of qualifications the candidate must have obtained before applying for the job role. Most large businesses in the video-games industry require multiple years of experience working in other games companies to ensure they have the knowledge required to make new popular titles. Almost all examples will demand the ability to work in a “team setting” under strict deadlines; a developer must have great communication skills to be able to convey their ideas and concepts clearly to another team member. The list of qualifications will also include examples of relevant software the candidate will need to proficient in before applying – for a 3D modeller of any kind, the summary may include Autodesk’s 3DS Max or Maya, Pixologic’s ZBrush, and Adobe Photoshop.

Toward the end of the job advertisement would be a small collection of additional information or skills a candidate could obtain to give them an advantage over their competition. All applicants must provide examples of past works or a portfolio on a webpage. Other examples of additional information may include experience with specific but less popular software used within the games industry or a name of a shipped title.
Technical Artist
The role of technical artist is a relatively new one, but it is becoming increasingly important as consoles and PC hardware become more complicated. A technical artist works closely with the lead artist and the creative director, as well as the lead programmers. Their responsibilities include setting up and maintaining the workflow of art production, deciding which art packages and tools a studio should use, investigating new techniques, and then going ahead and implementing them.

As to what the initial job role description already states, a technical artist must be able to solve challenging technical issues in the 3D asset pipeline, and must also work alongside both modelers and programmers to create 3D art and bring it into the chosen games engine. This position involves developing 3D art pipeline tools and extensions to diagnose and resolve in-game problems, as well as providing hands-on support to artists and engineers in regard to asset performance and user-facing engine tools. It’s a difficult role to fill but is in high demand and pays well.
Completed art such as character art or environment background are delivered to the technical artist, who then optimizes the art to make sure that the digital files run efficiently, and that the designs keep high standards of visual quality. This includes shader and lighting optimization; technical artists are often asked to develop in-house shading tools. They are also responsible for preparing and/or designing character systems like skeletons, cloths, effect emitters, and ragdoll collision, and for collaborating with the environment artist and physics programmer to optimize environments and establish physics barriers.

As a high-end AAA company, Ubisoft requests a long list of relevant experience, skills and knowledge, as well as some desirable bonuses which may provide significant appeal for hiring – other, smaller companies, don’t seek such intense and demanding attributes. I would need to work exceptionally hard to fill in such a crucial position in any industry-relevant company, especially in terms of programming skills and knowledge.
Texture Artist
Texture artists use a variety of software, platforms, and rendering environments to create textures for environments, characters, objects, and props for animated films, television shows, and video games. Some of the most common types of software, platforms, and rendering environments used in animation include Photoshop, 3D Paint, UV Layout/Editing, RenderMan, Mental Ray, Maya, Shaders, and Houdini. Texture artists also use digital matte painting techniques to create textures and they work with advanced surface types, subsurface scattering, and global illumination.Texture artists work in animation studios, film and video production studios, for game companies, web design companies, graphic design firms, advertising firms, and even mobile technology companies.

The texture artist’s main duty is to create textures for mapping onto 3-D objects used in video games, films, television, music videos, or commercials. These textures will often be created from scratch, but may also be created from existing materials. Familiarity with the requisite software is required, as well as familiarity with the process of UV mapping. To create the appropriate finishes, a texture artist may scan photographs and then digitally apply the textures to objects and environments previously created by other members of the effects team, or they may create custom textures that go far beyond what appears in nature. As members of the visual effects team, texture artists must maintain a high level of photorealism in whatever surfaces they choose so as to enhance the 3-D environment and fit the requirements of the model pipeline and shading setup. Keeping textures diverse helps avoid repetitive and boring contributions to the video game, film, or television show on which they are working.
Employers prefer to hire texture artists with a bachelor’s degree in animation, film, or fine arts. They also prefer a minimum of 2 years’ professional experience in production. Texture artists with advanced knowledge of applicable software, platforms, and rendering environments are also at the top of the list. Although the use of technology dominates the industry, traditional painting skills are still a requirement for most (if not all) texture artist jobs.

It is common for a texture artist to graduate with a BA from an accredited art or design school, as well as have considerable texture experience evidenced in a portfolio. Familiarity with software such as Photoshop, Maya, Painter, Mudbox, ZBrush, CrazyBump, Body Paint, Deep Paint, and some proprietary software is crucial to a texture artist’s success. However, you also should possess strong artistic skills and grasp the concepts of detail, composition, color, form, and scale. Familiarity with other elements of the CG process can be beneficial to texture artists, including modeling, lighting, and shading. Working as part of a team is the norm, so good communication skills and the ability to work well under supervision will go a long way.
Lighting Artist

Working under the supervision of the lead lighting artist, this person creates lighting and shading elements within game environments and scenes. Using software such as Maya or Unreal Engine 4, they apply lighting effects to completed environment and character art that is consistent with illustrated concepts and level designs and ensures consistency across all concurrent scenes. The artist is concerned with matching the lighting to interior environments, noting where the artists have placed objects like lamps, windows, or other sources of illumination. Likewise, for exterior locations, the artist is cognizant of the time of day within the context of the story, appropriately applying lighting effects to correspond with the position of the sun, moon, or outdoor sources of light. Details matter, and it is this person’s role to see to it that the little things are not overlooked; that includes glints reflecting from a pond, or the angle at which the sun shines through holes in a thatched roof. The lighting artist uses a creative eye and technical skill to enhance the game environments and contribute to the overall look and feel of the game, while adhering to the established art direction.

As the screenshot states, and as the title suggests, the lighting artist is responsible for lighting the levels within a video-game, for either real-time rendering or pre-rendered cut-scenes and cinematic sequences.

Lighting/shading artists must have solid artistic skills, including a thorough understanding of color theory, composition, light, and form. This position demands an individual that is familiar with rendering, networks, polygonal modeling, and texture UV. In the practice of lighting and shading, the artist should demonstrate ability to work from reference material to light complex interior and exterior environments and how to simulate realistic lighting effects. Proficiency in the use of 3D software applications such as Maya, Mental Ray, Houdini, and Lightwave is required. A college degree in computer animation, graphic art and design, game design, or game art is recommended for this career. Additional courses or training should include advanced mathematics, physics, fine art, and photography. Real world lighting experience for film, television, or theater is also beneficial.
Personal Development

As per the slides‘ request, I’ve filled in the provided template inserted above, which is designed to help break down the skills I need to improve on and how I should aim to enhance them. After exploring the various career paths available prior, I’ve created a small list of specific skill sets and attributes I would need to improve the most to be able to pursue my targeted profession. The table displays the objective and the actions needed to take to achieve that one goal by a fixed deadline, as well as the evidence I plan to publish, which would support the claim of advancement. The goals mentioned in this table are rather broad, but I feel they are justified considering the expectations of some of the best Universities for game art in the country are also rather generalised – college is an opportunity for students to explore different fields before decided which specialism they’d like to follow. For example, taken from the table above, I have expressed both interest in traditional art and programming to enlarge my horizons.


