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Why is an artist needed on the game development team?
Good afternoon, I would like to ask those who are connected with this or have been connected or have heard about it. What is the essence of the artist's work in the project of creating a game, let's say an FSP shooter? Does his job consist of processing textures in Photoshop or does he have to do something else?
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Artist, artist - this direction in principle. If you take art as a discipline, then in relation to FPS, there are a lot of artists. Concept artist, working on the overall visual style, working through all the points before implementation. The modeling artist does environment and character modeling, taking over from the concept artist. At this stage, the concept is brought to life and becomes a three-dimensional model. The texture artist takes the modeler's material, plus the unwrap, and renders the textures. The lead artist keeps an eye on the overall visual style, working closely with all the participants - from the concept to the final image in the engine, it's a lot of work - from the palette to the light.
Often these positions are combined, but it is better to have people with a specialization in the direction. For example, not every modeler will give you a good concept. As well as not every concept will sculpt a suitable monster in zbrush. In modern game development, the mass of knowledge is already so high that artists even have to learn the physics of light - PBR has already become mainstream.
An artist is probably needed so that this does not happen:
for example, sketches are the only way to see the result before the project is completed, and to understand whether you are going in the right direction.
backgrounds, character design, item design.
free textures won't get you far.
3D models are also not invented along the way. you need a few photos or sketches, otherwise you will get what vilgeforce indicated
If we take specifically FPS:
1) Concept art of everything. Characters, weapons, some individual models. Perhaps separately the concepts of the levels, especially if there is some non-standard setting.
2) Texturing models.
3) Interface. This includes everything - menus, windows, icons, etc.
4) Promo art (logo, icon, banner, etc.)
And for each item, you can start a separate person.
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