lthough
the field is very competitive, there are jobs to be had in the video
game design profession. A love of gaming is helpful, but only the most
qualified find jobs.
Demand for video games is exploding, and the industry is growing rapidly. According to a
Coopers and Lybrand study for the Interactive Software Developers
Association, the average development company grew by 18 percent between
1997 and 1998, with about 50,000 people working in video game
development in 1998.
There are five major areas of gaming- mobile phone gaming, computer/TV
gaming, arcade gaming, web gaming, and gaming for training purposes.
Gaming for training purposes is a recent development, so it is growing
rapidly as more and more companies seek out ways to quickly train new
employees.
History of Video Games
The history of video games actually goes back to the early 1960's when
Ralph Baer, Steve "Slug" Russell, and Willy Higinbotham designed
interactive games. The first was called Spacewar! and played on a DEC PDP-1
mainframe computer. Later, Pong, Asteroid, Space Invaders, Centipede,
and others hit the store shelves and were available for play on the
television as well as arcade games. The first desktop computer games
were played on the Apple II.
Video games came to television in 1972 when Atari
came out with Pong. They also ported Asteroids, Space Invaders, and
other games. These early games were based on only a few pixels, so
resolution was poor. Later, they had more competition when Commodore,
Nintendo, Sega, Activision, Gameboy, Playstation and X-Box entered the
fray. As time went on, the resolution improved and of course today we
have high definition games. Also, about this time, the first
coin-operated arcade game was produced in 1971.
The popularity of "shoot 'm up" games began with Wolfenstein 3-D (1992) and later Doom. Wolfenstein 3D was featured in the movie, The Net.
Interest in video game design jobs expanded when programmers created
programs that allowed ordinary people to create their own scenarios.
The capability of
Computer Gaming really took off with the game Myst. With Myst, there was a new level of interaction and graphics.
Today, the basic games are still being played across the world. You
can see many bored workers playing solitaire (Klondike on the Mac) and
Tetris.
Animated Game Artists
An artist takes a game's concept and converts it into 2D or 3D
computer art. During the concept stages of
development, concept artists draw sketches and storyboards to
illustrate designers' ideas. Artists later create all
the artwork the design spec calls for, including creatures,
settings, vehicles, and icons. All artists work under the direction of
an artistic lead.
Video games are either two or three dimensions or a combination of
both. In a 2-D game, artists draw images on paper and scan them into
the computer. In a 3-D game, artists build images with software.
Most new games have 3-D components. (Also see Animation/Cartooning)
Mobile Gaming
With the advent of the iPhone by Apple, mobile gaming has really taken off. Mobile games are typically Java games and most can be played on a multitude of cell phones. An artist who wishes to enter this field must be familiar with 3D modeling & UV layout skills (MAX, or Maya) and experience with Photoshop, 2D ability to paint highly detailed texture maps (ex. Diffuse, Normal, Spec, AO, etc.), and excellent knowledge of design basics (relief, lighting, composition, perspective, colours, etc.). Currently the field is exploding, so there are more openings in this field. This is also an opportunity to be your own boss. There are many individuals creating applications for mobile phones. Most begin by visiting the Apple iPhone development page. The second place to visit might be the iPhone Toolbox. Because this is a fairly new area, salaries / income vary widely on the number of applications created as well as their popularity.
Following are the main 3-D animation art positions:
Character artist and animator- Character artists design and build
creatures, including the one the player becomes. Animators make those
creatures move. Sometimes, the same person does both tasks.
Character artists begin by sketching the creature on paper or a white
board. "We try to make the game look the way the designers intend,"
says Riley, a former lead character artist at Bethesda Softworks in
Rockville, Maryland. "But at the same time, we have a tremendous amount
of creative freedom."
When the creature's basic design is completed, artists build it
within the computer using modeling software. They start with simple
shapes, called primitive polygons. They twist, stretch, and combine the
polygons until they have a skeleton covered with a wire mesh. As Riley
describes it, "We sculpt with digital clay."[1]
On the monitor, the character looks like a figure made of chicken wire. The
artist then covers the character's mesh with a virtual skin and adds color.
Making static creatures and objects move is an animator's job. "I'm
given a scene and told what my character has to do, who it will
interact with, and where it is in the story," says Angie Jones, an
animator at Oddworld Inhabitants.
Animators often use real-world creatures as guides to create
natural-looking movement. Animals make good guides; game creatures are
often patterned after ostriches or horses.
Animators create two kinds of action sequences: cut scenes, the short
movies that play at predetermined times in the game, and
player-controlled action, such as running, jumping, or talking. During
cut scenes, animators can make the action as detailed and complicated
as they'd like. But when the player is in control, the animator is more
constrained: the player must be able to produce most movements with a
joystick, button, or menu selection.
Two techniques for creating and animating objects combine computer
graphics with real-world elements. In one technique, artists and
production technicians build fiberglass or clay sculptures and scan
them into the computer. The computer translates the data from the scan
into a digital model. The model is then painted and animated in the
computer.
In the other technique, developers use actors along with animators to
create some action sequences. Actors perform motions with sensors
attached to their bodies. The sensors record their positions. Artists
use the data to animate computer characters. This motion-capture method
is most often used in sports games.
Background artist or modeler- When players find themselves on alien
planets, theme parks, football stadiums, or other settings, they have
background artists to thank for the view.
Background artists, sometimes called modelers, create video game
settings. "I'm building playgrounds for the characters," says Michael
Kirkbridge, a background artist at Bethesda Softworks. "We draw and
construct environments to the design team's specifications. Background
artists work hand in hand with the level designer to create
environments that fit the game."
Background artists begin by making sketches of the background suggested
in the design document. Then, they draft an accurately proportioned
version on graph paper. "The scale has to be correct," says Kirkbridge.
"Otherwise, you could make a structure too large or too small for the
size of the characters." Once they are satisfied with the drawings,
artists mold the environment shape by shape, using the computer as a
virtual movie set.
For example, artists creating a laboratory might use rectangles to form
the walls, ceiling, windows, and doors; then shape circles and
cylinders into counters, stools, and sinks; and, finally, add any
objects players will be able to pick up, such as test tubes,
calculators, or fire extinguishers. A player would be able to walk
around furniture and move through the lab in any direction.
Then, the artists add fill lights or spotlights to cast pools of
brightness and shadow over the environment. They adjust the color and
intensity of the lights to evoke a particular mood or time of day.
Concept Artist- This person will create and design characters and
worlds used within the game. They first create a rough concept on
paper. When the concept is approved, it goes through a cleaning-up
period which may involve scanning the designs on to computer and using
an art package such as Photoshop to perfect fine line work and add
details. Colour is then introduced into the Image so that the texture
artist can create the correct textures for the world or character. Once
the concept artwork has been completed it is passed on to the 3D Model
Builder (or Animator if it is an animated character).
Texture artist- These artists add detail to the surfaces of 3-D art. By
adding texture to a wall, for example, they make it look like brick,
plaster, or stone. They might make a creature's eyes shiny and wet and
its cheeks matte like skin.
Texture artists take a photograph or paint a picture of a surface they
need. Then, they scan it into the computer. Finally, they wrap the
picture around the object in a process called texture mapping.
Some surface art requires detailed painting. For example, paintings of
circuit boards or computer keyboards can be draped onto flat ledges.
All game artists have to contend with the technical constraints imposed
by arcade machines, consoles, and personal computers. These playback
devices have limited memory and processing power. Each element of the
game is competing for a piece of memory and power.
When the image on the screen changes, the game software retrieves data
from its database and redraws the image. This takes time. The more
complicated the image, the more time it takes to render. To cope, game
artists try to use the fewest possible polygons. They want to fool the
eye into seeing more detail than is actually there.
Skills and training- Game artists need to know basic math concepts when working on 3-D games. "When you add a third axis, you really have
to understand geometry," says Jones.
Artists working in 3-D should know how to use modeling and animating
software and should be able to teach themselves new features and
techniques. Ability to communicate with programmers is another must.
Most people in these occupations have formal training in fine arts or
art-related subjects, such as animation or industrial design. They
study drawing, painting, color theory, sculpture, and graphic design.
Those with bachelor’s degrees are usually more likely to be hired. "It
is very important to get a traditional education in the arts," says
Jones. "The degree of artistic skill required is rising."
Additional skills that will help the candidate are C/C++,
game/console development, vertex and pixel shaders, game "asset
pipelines," and of course, experience playing Xbox, Wii, Playstation,
and Nintendo.
Employment in the Gaming Industry
Most game artists work on staff (and on site) for game publishers. While many work 50 hours a week on
average, 70-hour weeks are common during crunch periods.
Most artists starting out make between $25,000 and $40,000 a year, but
to make six figures, artists needs to have some experience (typically,
seven to 10 years' worth) and/or helped create top-selling games.
Earnings- The Bureau of Labor Statistics' data show the average annual salary for artists across
all industries is $34,360. BLS does not collect earnings data
specifically for video game artists and animators. According to Animation Arena,
a gaming artist with 6 or more years experience averages $64,870 a
year. Beginners can expect $42,512 on average. Animators start out at
$44,778 on average. Lead designers and creative directors usually have
to have experience and average $78,913 with 6 or more years experience.
According to the California Employment Development Department, multimedia artists
and animators earned between $25,000 and $75,000 annually in 1995; art
directors earned between $30,000 and $100,000. A survey taken at the
2006 Computer Game Developers Association conference found that 3-D
artists with at least 1 year of experience earned an average of $70,000. Animators earned more.
Video Game Artists and Animators reported that they made more money in
2004 than they did the previous year across all levels of experience
with the largest salary increases being reported buy animators with 3
or more years of experience. Although artist salaries generally start
significantly lower than coders for those with similar job experience,
the highest individual salary for any artist was $220,000, beating out
the top programmers salary of $211,500.
Gaming Used in Job Training
A trend in the past five years has been the use of gaming with
employee training. The military has used video games in training for
decades. This has picked up dramatically of recent with games
simulating exercises and operations. Says Dr. Stephen Goldberg, "These
games are essentially meant to provide Soldiers with a myriad of
experiences in developing situational awareness - where they are, where
their buddies are - and potentially where the enemy might be."
Some games have employees drag and drop machine parts to the correct
location. Another game, sales people persuade characters to buy
products. Cisco uses gaming to teach technicians how to build computer
networks. Another program by Etcetera Edutainment teaches people how to
operate forklifts. Even Homeland Security is using games to simulate
terrorist attacks.
According to the Entertainment Software Association, 70% of major
employers in the U.S. use some form of gaming in their training
programs.[1] As more and more companies turn to gaming to save money on training, the job market is sure to improve in this area.
Video Game Art and Animation salaries per years of experience and position:
Artist: video game artist with 3 years or less experience make on
average $42,512 a year. Game Artist with 3-6 years of experience
average $55,594 a year and Game Artist with 6 or more years of
experience average $64,870 a year.
Animators: video game animators with 3 years or less experience make an
average of $44,778 a year. Animators with 3-6 years of experience
average $65,619 a year and video game animators with 6 or more years of
experience average $73,031 a year.
Lead Artist/Animators: video game lead artist/animators with 3 years or
less experience make an average of $64,036 a year. Lead
artist/animators with 3-6 years of experience average $62,411 a year
and lead artist/animators with 6 or more years of experience average
$78,700 a year with the highest salary being reported at $220,000!.
Game Designer: video game designer with 3 years or less experience make
on average $44,176 a year. Game Designers with 3-6 years of experience
average $52,604 a year and Game Designer with 6 or more years of
experience average $67,840 a year.
Creative directors/Lead designers: Video game Creative directors/Lead
designers with 3 years or less experience make an average of $43,778 a
year. Creative directors/Lead designers with 3-6 years of experience
average $51,777 a year and video game Creative directors/Lead designers
with 6 or more years of experience average $78,913 a year with the
highest reported salary being $190,000