SPEECH- How To Become an Artist In The Video Game Industry

HOW TO BECOME AN ARTIST IN THE VIDEO GAME INDUSTRY  for E. R. Sabin- October 26, 2001 Copenhagen Copyright 2001 ARLADEAN ARNSON

[Short clip] [Introduction]

Good Morning!

My name is Elise Sabin.

I am a professional animator in the video game industry. I

presently animate characters in American Football based

video games for play on Sony’s PlayStation 2. My

company is RedZone Interactive in San Diego, California.

Our sports titles are published by our parent company,

Sony Computer Entertainment of America, SCEA.

For some perspective on the video game industry, I have a

few numbers to illustrate the popularity.

In the United States, it is estimated that 145 million people

play video games.

Software sales in the year 2000 reached 6 billion dollars.

This figure is almost twice the number for sales just five

years before in 1995.

The current European sales figures reach 5.7 billion dollars

and worldwide figures suggest the entire market for video

games reaches 17.7 billion dollars.

With worldwide sales figures so high, we can imagine that

there is consensus among all that, as Goethe once said,

“Science and art belong to the whole world, and before

them vanish the barriers of nationality.”

And being a part of this industry, I will not lie, IS quite

exciting.

 

 

Artists, while in school or otherwise, can easily have

misconceptions of what a career in this field entails. They

think that a job in this industry is all fun with games and

most of the time, it is.

Let us look, for a moment, at one of these artists that gets a

job as a modeler. He’ll want to model what ever he wants,

whenever he wants, and then move onto the next idea he

might have floating around in his head. Yet an artist must

be realistic and stay true to the content or style of the game

if he works at a company.

Many factors come into play.

His bosses want the model to be formatted a certain way,

and the model must be finished in a certain amount of time

allotted by the schedule.

At RedZone, as I have stated, we make American Football

based video games. In one of our football games, for

example, there are 7 character models and approximately

75 football stadium models. Let’s not forget that all these

models must have several versions based upon day and

night, the weather, and of course, lighting.

Take this description; multiply it by the number of models

needed for the video game, then divide it by the number of

modelers you have on the Art Team, and the result is what

our example modeler must accomplish for his job, for that

game, that year.

Our team has 9 modelers. Do the math!

 

 

Of course, the reality is that the work is not evenly divided.

Each modeler has his own instructions and deadlines and

some of the models might be harder or easier than someone

else’s.

It’s not always fun and games. However, some people who

like football think it is all fun!

This industry is a business, first and foremost. If you are

not willing to work toward these realities and be prepared

for some hard work, you might be in for a shock on the first

day of that new job.

This now, brings me to my topic today, “ Tech Savvy: An

art career in the video game industry.”

 

 

“Tech savvy?” you might be asking yourselves. Yes. Most

people, when asked if video games are art, will probably

say no. We all know this is not true, but as an artist, I

would have to say that it is the technology and the tools that

make us a different type of artist. This is what I wanted to

highlight today.

We will look closely at all components of the artist’s

position in this industry as well as review industry

standards required in the educating of artists and even visit

a typical workday.

I will be taking questions at the end of the presentation.

 

 

 

  1. [Process of Creating Games]

 

We first should be looking at the process of creating Video

Games.

A quote from the author William James:

” Truth happens to an idea. It …is made true by events. …the process, namely, of it verifying itself….”

The process of verifying the creation of the game, as you

can imagine, is a difficult and drawn out situation that

holds importance for both the publisher and developer. The

developer needs the money to bring the idea “to life” while

the publisher wants it on time and under budget.

The needs of both parties are met with the development of

a schedule and the defining of staff roles in piecing the

game together. It this way, both parties are able to chart

progress and critique the results.

The schedule in creating video games, in as simple as I

could explain, has two major components: the Game

Design Document and the Milestone Calendar.

In grasping the scope of what might be needed for the

project, for the game, one must start with a Game Design

Document. A Game Design Document outlines every

aspect of the game including game play elements, AI

(artificial intelligence) needed, control details, background

story lines, level and screen layout, other art assets (models,

textures, and animation) and licenses. It is the blueprint. It

is intrinsically tied to the second component, the Milestone

Calendar.

The Milestone Calendar is easier to define. Based upon a

timeline, it helps to schedule all necessary steps the team

must take to insure a finished product. It provides focused

goals and a clear vision for the team to follow. It will

easily warn of upcoming difficulties so that they may be

addressed before major problems occur.

And, as mentioned earlier, this is the major tool used by

both the developer and the publisher for measuring

progress on the game.

Now, if we direct our attention once again to the overhead,

I have placed an example of a Milestone Calendar. This is

the actual list of July, if you will, from last year’s Game

Day video game from my studio, RedZone Interactive.

As you can see this is what we call the “Broadcast

Enhancements” portion of the Calendar. These are the

extras, the fluff; we needed to place in the stadium models

to create a realistically detailed environment.

Each page includes the detailed work that needs to be

completed, a paragraph description of that work and then

bulleted points highlighting exactly the scope of detail. Of

course, at the top is on what date these items are “due”.

When the Game Design Document is completed and the

Milestone Calendar agreed upon, each team of Producers,

Programmers, or Artists, then meets to discuss and

schedule their deadlines for each “milestone” on the main

Calendar. This Deadline Schedule is what each team

member works from on a daily basis.

 

 

This brings us to the second important aspect of the process

to create video games, recognizing the staff, themselves.

Though each member has the responsibility of his or her

part in piecing together of the game, they work in smaller

groups or teams based upon the products they create.

To understand each position on a project or game, we must

first see that within the constructs of the larger team, there

are certain management personnel who oversee those

below them.

The topmost are the Executive Producers, who are in

charge of the overall design as seen in the discussion earlier

on the Game Design Document. They also take charge of

all managerial aspects and paperwork for the team.

On the second level, the Art Director, the Technical

Director and the Tools Engineer work closely with the

Producer to establish that the goals of the project are being

met.

The Art Director is in charge of the artists, their goals and

problems, and the overall “look” of the artwork in the

game.

Technical Directors deal mainly with the programming side

of the game. In charge of the programmer’s goals and

problems, he is the one with the knowledge of what,

technically, can and cannot be done in the game.

The Tools Engineer works closely with the Technical

Director. This position oversees the actual game-to-

hardware conversions and keeps an eye out for the

limitations to which all parties must adhere during game

development.

On a side note, at RedZone Interactive, we are currently

making a racing concept game and because of this we do

have Concept Artists. A concept artist would create

traditional storyboards and character designs. This position

is important at all game companies, by combining the

traditional ideas of the sport and integrates them right into

the Game Design Document.

The other untitled artists on the team are responsible for

developing artwork based on the original concept. They

are described by the job they do: Modelers, Texture

Mappers, and Animators.

First are the Modelers. These artists are capable of creating

entire 3D environments as well as 3D character figures. By

using geometry and their aesthetic eye, they create the very

“look” of the game. Modelers currently primarily use the

two software packages 3D Studio Max and Maya to create

their visions.

Texture Mappers are artists whose primary job is to place

2D textures upon models to enhance 3D art. These artists

can create everything from shadow effects in clothing to

realistic fur. To do this they primarily use PhotoShop

software however there are many painting software

packages available.

Animators are the artists that bring the environments or

character models to “life”. Some artists use the information

edited from motion capture studios to recreate realistic

movements, while others create movements frame by frame

using such software packages as Maya or Filmbox.

Last, but surely not the least, are the programmers. Without

the technical magic of these guys, we could not have game

play or even piece our worlds together.

There are usually three levels to programming a video

game. The first, usually called a Lead Programmer, works

closely with the Technical Director to help schedule all

detailed work for the game. This position also gets the

hardest programming problems such as AI to solve in the

game.

The second programmer usually is in charge of the “bulk”

of the game. He programs character movement and world

or level properties.

The last level programmer usually helps with the

peripherals such as the opening, interface design, sequence

and other touch-ups for the game.

 

  1. [Process of Creating Game Art]

 

Now that I have given a broad outline of the necessary

components of creating a video game, I would like to take

the next several minutes to expand on the function of the

artists focussing on those positions I have held.

My first job in the Game Industry was working at a start up

designing texture maps. I was a contract artist and I had my

own graphic design company, which allowed me to get the

job.

I would work on a computer that they had provided for 40

hours a week. In this small office, I created very detailed

texture maps and learned about the restrictions for creating

game art.

There were specialized skill sets I needed to learn to

progress in the industry. Also, learning new attitudes about

my work as a part of a team mentality gave me a new

outlook and self esteem.

My goal was to learn how to model both characters and

items. I accomplished this by staying late each night and

working through tutorial books.

Several months after my initial start in the video game

industry, I started at RedZone Interactive in an internship

position. After one week of being an intern I was offered a

full time position as a Texture Mapper.

Here I continued my quest for continuing education.

As a texture mapper I learned how to create illusions.

I learned an art style akin to impressionism by ways of

seeing and studying materials as a 3D artist. Through this, I

gained a proper mindset to study and reproduce details

from real life.

Video game texture artists must be aware of light, color and

texture, and must know how to draw and render with

photographic realism, and to utilize real-life photos to

increase the speed of production.

My first position was a great introduction, covering the

steps of assembling my texture maps for a real 3D

animation project, making tiling maps, painting

displacement maps in Photoshop, adding procedural

textures in Maya, and applying different decals and details

to the model.

My goal was to understand the look of textures and how

they are affected by their surroundings as in the lighting,

the environment and the mood I wanted to create.

After working at RedZone for two years I had expressed an

interest in animation. I love movement and the study of

motion realizing that I could combine my love of dance and

what I was doing at work!

I was fortunate to learn traditional animation techniques at

RedZone with the help of a mentor. These techniques

included skeleton and character set-up basics, animation

timing, making a head turn and eyes blink, a walk cycle,

speech and body language, squashing and stretching

characters, working out timing issues, and arranging

characters on screen as effectively as possible.

My current goal is to create the quarterback animations for

next year’s game. If you don’t know, the quarterback

position in American Football is not only the most popular

with the fans, but a strategically important part of the sport.

I have brought a short film to illustrate the teamwork that

goes into making a game. In this film you will see more

than just the artist will at work. This film is a short study in

the making of the American Football video game my

studio, RedZone Interactive, creates once a year.

Please enjoy “The Making of Game Day”.

III. [MOVIE: Making Game Day]

 

  1. [Industry Standards]

 

In the next several minutes I would like to speak on the

subject of education and foundations for such an art career.

Education as we all know is the foremost activity we all

need for success in any field in the 21st century.

I suggest that a broad arts and humanities education is a

great start for any computer artist weither in animation or

graphics. After first exploring, one could then concentrate

on that which most sparks the creativity and heart.

I have spoken with many artists throughout the video game

industry and have compiled a general list of techniques and

concepts that every artist should master.

The first techniques to master are the traditional art

techniques. These include sketching, pen and ink drawing,

life drawing, painting and brushwork, sculpture, and

modern craft arts. Also film and video and photography

skills are desired.

My fellow artists and I use these skills everyday. Of

course, the skill needed depends upon the project for that

day.

For example, the stadium modeler would find that it helps

to have an architectural background in addition to

traditional painting skills.

For a character modeler, obviously one should study life

drawing, animal drawing, and other related real-life

drawing subjects that might be related to one’s field. For

example, character modelers at RedZone, like Liam and

Ed, would work with American Football Player models and

should have strong human form drawing skills.

And, someone making alien creatures might want to study

animals.

Secondly, it is suggested that a spatial understanding of 3D

needs to be mastered. This simply means that in 3D art,

you are working in a “true” 3d space, unlike traditional art

where you are trying to portray the look of 3Dimensionality

on a 2D surface.

Also helpful is an understanding of the digital production

process, composing, plus information on subdivision

surfaces, image-based rendering, motion capture, and other

current techniques.

A strong familiarity with mathematical concepts and

formula is, indeed, helpful. Concepts like Algebra,

Geometry, Trigonometry, and Calculus are all quite useful

as an artist. The benefit of having this knowledge is that an

artist knows the why and how, the cause and effect, that the

3D software packages have on his art. The programs

themselves do the math but it is great to have a basic

understanding of the outcome before even attempting the

task.

Now, remember, even if you are the best artist on your

Team, BUT your knowledge of computer technology is

limited, you will NOT get far.

Good art is the objective, and the tool used is a computer.

With the computer comes a varied amount of other

technical problems to solve. One must be comfortable with

color theory, light physics, UV coordinate space,

perspective, and camera angles while using the computer’s

powerful imaging systems.

These systems will then help you to easily do complex

techniques like texture mapping, rendering, animating, and

modeling.

Along with this general list of educational items an artist in

this industry will need other great foundations to get the

job.

First and foremost, employers look for a credit from a

certificate program or a traditional degree in Art from a

certified school. For some, this art degree is their second

degree.

My first degree is in Geography, of all things, from the

University of Buffalo, New York. And my second degree

is in Design and Business from the University of

Copenhagen right here in Denmark.

Secondly, a good, well-rounded, portfolio is needed. I

cannot stress this enough: make it well-rounded. Your

portfolio should include many examples of all traditional

art techniques like illustrations, life drawings, and painting;

graphic arts like advertisement design, product designs and

layouts, and all computer game related art. Keep your

portfolio on videotape, CD or have a link to your own

web site.

A couple of more hints: Do not forget to tailor it towards

the career position you would like to acquire. Don’t forget

to include your written resume! Think of it as a necessary

enhancement for your portfolio. And, in this day of instant

communication, do not forget to include an email address.

Do not assume the art director is male. Cover letters

without proper salutations get thrown in the trash.

Another point all artists getting into the video game

industry must know is that if you can’t get a job because of

experience, pursue an internship. It may be the easiest way

to both get hands-on experience and get your foot in the

door at the same time.

When I originally applied to RedZone my portfolio was not

strong enough. Holliday Fuller suggested I take a life

drawing class. I did this and, concurrently, I got a job at

Electronics Boutique, the leading retailer of video games in

the United States, to learn that side of the Game Industry.

After two months I re-contacted Holliday Fuller and she

offered me an internship position, which I was thrilled to

take. After one week of being an intern I was offered a full

time position!

Background reading and a working conversational

knowledge of the subject of game art is also necessary. Be

able to converse about video game history, current and new

video games, and even be able to extrapolate on what might

be on the horizon for the video game industry.

There are numerous web sites devoted to the subject of

video games. As with all genres, this industry has layers of

information: the professional driven, the business driven,

and the retail driven.

A great professional web site is http://www.gamasutra.com .

An example of a business web site is http://www.idsa.com .

A few retail or fan based web sites are:

http://www.fgnonline.com, http://www.ign.com, http://www.gamespot.com,

and http://www.famitsu.com . Famitsu is known to be the best,

but it is now all in Japanese.

Your best strength, however, should be your motivation to

succeed. This, and patience, will get you a career in the

video game industry.

Before I close my statements and show my last feature

today, I would like to quickly mention a quote from the

author Arnold Toynbee. He stated:

The supreme accomplishment is to blur the line between work and play.

This is what every member of each video game team strives

to do.

I will take your questions after this short expose of a day at

my studio, RedZone Interactive, in San Diego, California.

  1. [MOVIE: RedZone Day]
  2. [Questions]

I will now take any questions you might have. ******************** Any more questions? If not, I would like to thank everyone here today and my sponsors,______ and ________, for letting me speak. And I would like to finally thank my co-worker, Shawn DePriest, for the film work he has done for me. And, Shirley ____________ for other help with this presentation. Good afternoon.

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