Monday, 21 October 2013

week 2 - roles in a company

In week 2 we discussed job roles in a studio environment seeing as we're artists we would obviously talk about the job roles in the art dept.

we also discussed about "climbing the ladder" as it were so we spoke about where we would like to be in 10 - 20 years time or what's our ideal job role in the industry.

The art roles include:


  • animator
  • vehicle artist
  • object artist
  • character artist
  • concept artist
  • game user interface (GUI) artist
  • environment artist
  • sound effects (SFX) artist
  • technical artist


Their are also senior art positions such as lead artist Sr. environment artist, Sr. character artist and the head of the entire art department the art director but these job roles are more affiliated with team management and workflow efficiency and more often than not don't usually affiliate themselves with the actual artwork that gets put in-game but they are still vastly experienced in the industry.

As for myself I would like to start off in the industry just getting a simple art role like a general junior artist or a prop artist just generally something that is an entry level position. I tend to take one step at a time and not think to far ahead but I would like to get to the point where my artwork gets to the standard of a character artist.


introduction week 1

As the name would suggest this module we're studying is based on developing a professional portfolio for us to "advertise" our creative skills in terms of 3D modelling, texture work and traditional art skills.

Our portfolio acts like a visual CV in my mind instead of using words to describe our skills we use visual representations so its crucial how we display our because it can easily reflect on the person.

I feel as if I have got a good knowledge of how to present myself i've always been a confident speaker so if i can transfer that onto how i make my portfolio then it should turn out pretty well