Tuesday, 16 April 2013

Environmental artist job role

A environmental artist is in charge of creating the environments of a game under the advisement and leadership of seniors and an Art director. The job position could compose of creating 3D assets that will create the world that the player will explore and placing them together in the engine.

An environmental artist earns an average salary of $46,000 (2011) for less than 3 years experience which less than a programming job. With more years experience and a promotion of an Art Director role can earn an average of $107,000 which is a big difference.

facts have been found in this article on the salaries of game devs: http://gamedeveloper.texterity.com/gamedeveloper/fall2011cg#pg27

This forum was also found useful:
http://eat3d.com/forums/general-chat/what-it-takes-be-environment-artist

My plans after uni

My plans after university are to hopefully start off at a UK company as a junior environmental, I have a strong interest in this subject and find it really entertaining creating the worlds the player will be exploring.

After working after i while i would like become a senior environmental artist and hopefully maybe even become a art director after a few years. I wish to work for irrational studios (well know for the bioshock series) as I find the art style and worlds that they create very unique and very interesting and think that the art style is nice chance to get creative while staying working for a large company.

Their are a few people in this field that i wish to aspire to such as Viktor Antanov, Scott Sinclair and Jamie McNutty.

Each of the areas discussed will have blog posts that go into more details following this.

My job role.

In my group I had to come up with the card designs and all the mechanics that go with them. I started with a few idea's and play tested each to see how they would actually work with our board game. This required a few different session to get a final idea on how the final game would work.

the final idea worked using a different set of cards with separate illustrations and comments demonstrating what each of the different cards worked, these were only used in combat against other monster such as the junk titan. Their were also environmental cards which did not work as well as intended as it got difficult to track when it had been 5 turns and events cards which could either help or hinder the player depending what card was chosen.

Wednesday, 10 April 2013

Final Models

(The images will not upload onto the blog for some reason but this images are printed in my portfolio)

These models are efficently all under 2,000 polys and the texture is nicely applied using a ambient occlusion the original plan was give these models a more borderlands 2 style which i researched into using the art borderlands 2 book but due to time restrants was not able to persue this.

Final turnarounds



Build of heavy model


 
The heavy model was the first I did so i took screenshots as I was creating it I managed to stay under the limit of 2,000 polys (without acessories) and this is my favourite of the models. This however did take the most time as I need to refresh my skills in character model and had to keep changing certian parts as shown above to make them look nicer the texture will make this model stand out more.

Final unwraps


These unwraps all efficently use ambient occlusion maps generated through 3ds max. I think this gives the shading a very team fortress 2 style.