DD2000 - ROUTE TO INDUSTRY
Job Roles/Designers
After completing my degree at university, I intend to seek employment within the game industry as a prop artist/environment artist. I believe I am a capable 3D artist to the extent of being given a theme and being able to quickly accumulate a large amount of 3D assets according to said theme, whilst simultaneously constructing the environment for them to exist within. I believe my skill set could aid me in the acquisition of the role as a prop artist as I have quite an extent of work I could include in a portfolio that demonstrates my abilities, though at this current stage in time it would be difficult for me to acquire the role of an environment artist, this is certainly a role I would like to seek employment in, though I do need to improve my abilities first.
One artist with a skillset that represents where I believe I am heading myself is Chris Reid. Chris Reid works at Foundry 42, a subsidiary of the Cloud Imperium Games Corporation who are currently developing the video game Star Citizen. Foundry 42 is currently developing Star Citizen’s Squadron 42 single player game, a unique cinematic experience set in the star CItizen universe as a standalone game.
https://www.dualshockers.com/watch-gollum-play-a-bad-guy-in-star-citizens-squadron-42s-behind-the-scenes-video/
In Chris’s role, he is responsible for the creation of 3D assets that aid in the construction of environments, mainly consisting of modular assets used to create the in-game environments such as architectural building sets, organic’s, etc.
In recent communication when Chris came to my university and took part in a guest lecture along with Joe Neville, he showed myself and fellow students the work he used to acquire the role he has today. The work he showcased to Foundry 42 was a 3D scene of a kitchen, the scene was ripe with assets and any assets implemented were done so keeping in mind an underlying narrative.
https://www.artstation.com/artwork/5qeXg
The kitchen appears to depict a scene in which someone had left in a sudden hurry, featuring a wide range of props and well-utilised lighting, his work represents a level of skill I believe is not too dissimilar to my own, the 3D assets are within my current skillset, though I do need to improve my ability of constructing a scene in a realistic manner regarding lighting and asset placement, showcasing some sort of narrative, I believe I am getting closer to achieving such a skillset as is apparent in my own submissions at University.
Below is a more recent environment created by Chris, utilisation of modularity is apparent.
https://www.artstation.com/artwork/D1XGE
Joe Neville, the second participant at the guest lecture, is a Senior Vehicle Artist at Foundry42, another role that I could possibly fulfil, though achieving the skillset to do so what take quite some time. Joe is responsible for the creation of highly detailed vehicular models that will be implemented into Squadron 42 and piloted by the player alongside NPC’s. Though I believe at my current level I could replicate an asset such as the one below, not created by Joe as his work is difficult to find online, but created by Paul Dalessi Senior Vehicle Artist at CD Projekt RED, I do believe I do not yet require the skillset to create such an asset in an efficient manner, my attempt would most likely result in an overly high poly count, meaning my outcome would not be suitable for implementation into a game.
https://www.artstation.com/artwork/LJex5
I believe with much practice I could fulfil such a role, though I do not have a predilection for such a role at this current moment in time, I will, however, continue to practice 3D modelling and fine tune my lesser abilities, particularly in regards to efficiency and more complex modelling techniques.
Job Prospects
There is no immediate option I can foresee for my self in terms of applying for a job as soon as I have completed my degree at university, though dependant on my third year and with consistent practice and further development of my current skill set as a 3D artist and environment artist, there are possible paths I could go down.
My best source for possible job prospects is the Cloud Imperium website, as this is an example of a company I would like to work for in the future when I believe I meet the requirements.
They currently have an opening and are actively looking to enlist an environment artist to aid in the development of their current project. On their website, they have listed the skills and qualities they are in search of that applicants must adhere to in order to be a successful candidate for the aforementioned role.
They are looking specifically for environment artists with experience in the creation and development of high-poly modular environments that will act as the structure for gameplay within Squadron 42. Any applicants will be required to work closely with designers in laying out geometry, props, materials and textures.
Below is a more detailed list of requirements for the role of environment artist.
Portfolio or demo reel should demonstrate:
• Exceptional modelling skills. Great assets examples using custom normal workflow or high to low poly baking • Strong understanding of a PBR workflow • Examples of building realistic shader libraries • Ability to create game-ready assets, that work well within the given technical limitations • Very strong texturing skills and excellent knowledge of Adobe Photoshop • A keen eye for detail and realism • A strong sense of composition, colour and light • At least average drawing/painting skills
Responsibilities:
• Creating game ready models of environmental objects (architectural building sets, organic’s, etc) • Working in the editor to build out levels and environments • Creating efficient UV layouts that work well within the engine/platform constraints • Creating realistic PBR shaders • Work closely with Level Lead, and Lead Environment Artist • Work closely together with the Level Design department • Work independently on asset sets and oversee level art
Requirements
• Thorough knowledge of the game development process. • Previous experience creating high-quality environments for AAA games. • Strong working knowledge of 3DS Max and Photoshop, as well as, experience in using editors to lay out environments. • Strong knowledge of Substance / Quixel packages • Experience creating environments using modular systems. • An Understanding of effective asset creation and optimization. • Experience applying and tweaking shaders. • A keen eye for spatial composition and building believable scenes. • Excellent sense of form, mass and volume. • Passion for pushing the state of the art in asset fidelity and production techniques. • High degree of self-motivation and initiative. • International travel may be required as part of the role.
Pluses
• Experience with Cry Engine. • Hard surface modelling experience. • Experience using ZBrush or Mudbox for organic shapes. • Knowledge and/or experience with PBR • Experience with programmatic and/or parametric environment generation tools. • Strong verbal and written communication skills. • An avid gamer. • Experience in architecture, interior or industrial design.
This role is definitely a role I could see myself one day fulfilling, though I would need to practice and improve my skill set a great deal before I was to consider applying for such a role as the requirements and expectations are quite vast and certainly at his moment in time I would not have much chance of acquiring such a role.
Realistically I could see my self after university taking on a smaller role in the industry, perhaps still working for a company like Foundry 42, though working as perhaps a QA tester, it would certainly be a step in the right direction, as I practice and communicate with employees, I could gain an advantage when I eventually decided I am ready to apply for a more demanding role that is in line with my interests and desired prospects of becoming an established environment artist.
Cloud Imperium and other similar gaming companies are often seeking QA testers that work closely with the Senior QA team to find bugs, execute test plans, write up reports, and provide support for the development team, this is a job I have known people to go into when they are not as experienced or do not have the skillset to acquire there more desired role, this role is, of course, paid less as it is a less important role woithin the industry, though still detrimental to the development of video games nevertheless.
Portfolio Assessment
Currently I would be comfortable including the following in my portfolio, along with the videos below I have included a breakdown of what is visible in the videos as well as what improvements I could make to these examples if they were to be used to highlight my abilities within a professional portfolio I could use to aid me in the acquisition of a job role in the game industry.
Apartment Scene 1
The following is my submission for my first assignment in the module XB2178, the goal of this project was to create a large scale apartment filled with a vast amount of assets, demonstrating my ability to quickly accumulate a vast variety of models based on a set theme. I was quite happy with my outcome at the time of submission, though I was aware of lack of detail, lack of realistic scale, and poor lighting quality.
If I was to go back and make alterations to this project, I would use newly developed skills I have acquired since this submission. At the time of submission I was unaware of how to properly implement lighting into a scene, as you can see my submission below mainly consists of point lights that I have scattered around the scene, my lighting implementations and my understanding of lighitng at the time of development led me to the creation of a scene that appears to be set at night time, the scene is overly dark and appears to be mainly lit by unnatural lgihting, this was not actually my intention when I was creating and developing this project, it was just soemthing that occured over time due to a poor understanding of how lighting works within UE4. If I was to make alterations I believe I could easily make this scene look much more professional with proper implementation of lighting, I would utilised directional lights merged with atmospheric fog to create the appearance of natural sunlight, along with a skylight that would help calculate proper distribution of light, with the aid of a lightmass importance volume that limits the area of which the engine has to calculate the lighting for the scene.
I would also go back and make general improvements to the assets, first starting with the scale of any assets implemented, assuring they all adhere to some sort of real-life measurements, which I could easily obtain form my own living environment or online. I would then go back and improve the overall quality of the assets, perhaps creating my own textures or using more varied textures within substance painter acquired from within the program and external sources. I would be sure to ensure that edges are not as jagged as they appear in the video below, this was before I understood the importance of bevelling edges, such an implementation would by far increase the overall quality and lifelikeness of the scene.
Bedroom Scene
The scene below is a more concentrated attempt at something similar to my first XB2178 submission, in this example I was sure to use real scale in the majority of assets visible in the scene, for example, when modelling the record player I used a real-life record play which I had to hand, I measured it meticulously with a ruler and translated my result into Maya, ensuring that details such as the distance between dials were accurate, resulting in a much more pleasing visual outcome. I repeated similar methods throughout with every asset, using similar modelling techniques to accumulate enough models to construct a scene, I even utilised a new program, Marvelous Designer to aid me in the construction of the bed sheets and pillows featured within the scene, aiding me to create a much more lifelike result than my attempt in my first submission.
I also learnt a great deal about lighting in the development of my scene submission for XB2178, I used the aforementioned methods of lighting, directional light, skylight, lightmass importance volume etc, to help give the scene a much more interesting and realistic look, for the most part, light does appear to act realistically throughout the scene, though there are some results that are undesirable such as the edges of the chimney breast and overly bright books to the left of the window, if I was to include the following I would be sure to amend this issues and I would also add more assets to the scene, keeping to the current theme though adding finer details and more assets that appear to be positioned realistically and to aid the scene appearing to represent a lived in environment.
Modular Level Design
The following is an initial attempt at modular level design, I have demonstrated I have some understanding of modular level design and I have developed a short but appealing walking simulator type video game, though there is certainly room for improvement and I do believe that I would struggle to acquire the role of an environment artist with such an addition to my portfolio, as the following represents a very simple form of modular design, I would certainly need to develop something that represents a greater understanding of modular level design, including more complex modularity on a much larger scale, this is certainly an area where I am seeking to improve.
Key Games/Aspirations
There are several key games that have influenced me in my decision to begin learning to become an environment artist, there are several franchises in fact which have had a massive impact on myself and my choices, franchises that have also impacted the games industry and similar subsequent additions to the vast array of games that exists to date.
The Elder Scrolls
The Elder Scrolls franchise has been around for decades, with a heavy focus on fantasy orientated gameplay and visuals, revolving around magical elements and medieval kingdoms in which inhabit all manner of medieval characters. The Elder Scrolls franchise is known for its in-game environments and they are particularly what entice me to the franchise. For example, the transition in Oblivion from the lush grass-filled lands....
Into The Planes of Oblivion.
Both environments so different from one and other, though well implemented and designed.
Even now in Elder Scrolls Online, such fantastical implementations are still visible even on the loading screens, beautiful exaggerated fantasy based scenes featuring dragons and other mythical beasts are common throughout gameplay.
It is more than likely that other video games such Dragonage and other titles within the Dragon Age franchise along with games like Dark Souls and Neverwinter have drawn inspiration from the Elder Scrolls Franchise as I myself plan to in my own future work within the industry and in the development of my own portfolio.
Another Franchise I take much inspiration from in my decision to pursue the role of an environment artist is the Battlefield franchise. Particulary the most recent additions to the franchise, Battlefiled 1, Battlefiled Hardline and Battlefiled 4, all represent great attention to detail in regards to realism, as visible in my second submission for XB2178, photorealism is certianly a style I am drawn towards, though I do have a passion for fantasy style environemnts and this is where I plan on first further developing my skills initially, I do have a fond appreciation for relaistic environments as they help to bring a narrative to life in the best possible way and you could argue that they are often the easister to model, as they have the most references to work from as they actually exist, which is certainly a preference, as, withhout extensive reference, modelling can be quite tedious and guess work can often lead to undesirable results.
Below are some images for the aforementioned video games, they represent a level of skills I aspire towards and along with improving my skills regarding the development of fantasy environments, I would certainly like to replicate the skill level shown below.
And of course, Star Citizen/Squadron 42. Scifi games like Star Citizen and the standalone single player experience Squadron 42 merge the line between fantasy and realism as sci-fi, bringing the impossible to life with stunning triple-A visuals, jumping from realistic close quarters environment to a huge sprawling planet what inhabits large fantastical extraterrestrial beasts as visible below. Certainly, a game that is taking the world by storm, being the highest crowdfunded project, there will certainly be competition for such a franchise leading to similar video games, all the while creating jobs for aspiring environment artists like myself to hopefully one day work on.













