3d modeller and
texture artist:
Description:
As the name suggests, the 3D artist's working day consists
of creating objects, characters and scenery in three dimensions. Most of this
work will usually be achieved in one of the major 3D software packages, such as
Maya, 3D Studio Max, Softimage XSI or Lightwave among others.
The artist usually works from a piece of concept art and
creates the model (otherwise known as an art asset) from start to finish. This
includes building the initial model, the creation and subsequent application of
texture maps, the addition of project-specific blind data, and in some cases
visual effects nodes, and even hardware graphics shaders. Though this all
sounds rather daunting, the ability to model and texture well will get you
through the door - after that the rest will come as you learn on the job.
Some companies make a job role separation between 3D Artist
and 2D Texture Artist; however, most expect the 3D artists to complete the
texturing phase as well as the modelling.
Skills required: you need to be able to use 3d packages such
as maya and 3ds max if you want to go into this line of work.
My opinion: this
is the kind of job that I have been studying for over the past 3 years, the
reason I have chosen this job in particular is because I love creating object
in 3d form and seeing them come to life. It is like im designing a world to my
own design where I can make changes at will to improve real world objects or
ones that I have perceived in my own mind.
Junior animator:
At entry level you will be expected to follow detailed
instructions to work as part of a team to create in-game character content. You
may be asked to create character animations, cut scenes or even background
scenery. Wherever you begin you'll need to already have a good command of the
traditional principles of animation and a keen eye for detail.
As well as being responsible for bringing your characters to
life, you will also be expected to solve any skinning (and in some cases
rigging) issues that arise. You will also have to solve any issues that may be
holding up the development. Each project requires a different approach and
you'll be expected to respect the requirements of each particular production.
As a junior, your hunger to learn combined with your adaptability and the
aptitude to take direction will be your greatest assets.
Skills required:
To get this job I will need to learn more animating skills
other than the basic keyframing and rigging that I already know. I will also
need to research fluid movement of both objects and people to make the
animation as realistic as possible.
My opinion:
Even though this is not the preferred job that I am looking
for I still love animating models however at the moment I am not that good at
it. The reason I may change my mind and chose this job in the future
level designer :
Depending on the software packages used to create the game, there may be a need for an artist skilled in one of the common 3D packages, such as 3DSMax, to lay out the levels that have been designed by the designers. This position generally entails less responsibility than either the 3D artist or the world designer, but combines aspects of both. On big teams, you'll work closely with the level designer to place structures, objects, and characters into the actual game levels. You'll also handle technical details like fixing seams if things don't join up properly, setting triggers for doors/characters and testing to make sure the level plays the way it's supposed to. For someone with basic training in the appropriate 3D packages, this can be a great way to get into either the design or art teams. However, many companies use proprietary world building tools rather than high-end 3D packages to create their basic game architecture, so it's not as widespread as most other art roles.
Depending on the software packages used to create the game, there may be a need for an artist skilled in one of the common 3D packages, such as 3DSMax, to lay out the levels that have been designed by the designers. This position generally entails less responsibility than either the 3D artist or the world designer, but combines aspects of both. On big teams, you'll work closely with the level designer to place structures, objects, and characters into the actual game levels. You'll also handle technical details like fixing seams if things don't join up properly, setting triggers for doors/characters and testing to make sure the level plays the way it's supposed to. For someone with basic training in the appropriate 3D packages, this can be a great way to get into either the design or art teams. However, many companies use proprietary world building tools rather than high-end 3D packages to create their basic game architecture, so it's not as widespread as most other art roles.
Skills required:
My opinion:
3D Model Builder (Objects):
Like an industrial designer, the 3D object specialist designs physical objects, like vehicles, furniture, weapons, and the like. To be a 3D model builder you should be very organized and be able to build models quicker and quicker over time as you generate a good library of basic pieces. You also need to know "when to say when" - the amount of detail appropriate for a feature film and visible in the software is not necessarily going to be visible in the game. So you have to develop a sense of what's possible, and stop yourself before you waste time on unnoticeable details. The best object builders have some training in industrial or mechanical design, and therefore understand machinery, balance, gearing, materials science, and other elements of physical engineering. If you have the knack and the training, model building is a rewarding, focused job with a major impact on the game.
Like an industrial designer, the 3D object specialist designs physical objects, like vehicles, furniture, weapons, and the like. To be a 3D model builder you should be very organized and be able to build models quicker and quicker over time as you generate a good library of basic pieces. You also need to know "when to say when" - the amount of detail appropriate for a feature film and visible in the software is not necessarily going to be visible in the game. So you have to develop a sense of what's possible, and stop yourself before you waste time on unnoticeable details. The best object builders have some training in industrial or mechanical design, and therefore understand machinery, balance, gearing, materials science, and other elements of physical engineering. If you have the knack and the training, model building is a rewarding, focused job with a major impact on the game.
Skills required:
My opinion:
senior environment designer:
• Collaborate
within a team of artist and designers to create 3D assets that are awesome
gameplay spaces as well as visually stunning works of art.
• Create
structures and props to express the underlying concept of the environment,
including determining placement, proportion, shape, prop type and details.
• Model
asset geometry from simple mass-out to finished states based on inspirational
concept art or general direction.
• Consistently
meet high standard of quality while sticking to production deadlines.
• Contribute
in developing or improving the production pipeline, tools, and visual quality
of environments
• Maintain
a good knowledge of the projects game design to ensure unity between art and
gameplay.
• Seek
feedback from peers and leads.
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