Game art design
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Video game art creation
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Game art design, a subset of game development, is a process of creating 2D and 3D game art for a video game. A game artist is a visual artist who creates video game art, such as concept art, item sprites, character models, etc.[1][2][3][4]
History
In early days of game development, a single artist could produce all backdrops and sprites for a game. In mid-1980s a team of at most three people would work on game art.[5] Starting early 1990s art requirements increased substantially.[6]
3D artist role became prominent around 1994–1997; before which industry was prominently 2D art design.[7]
Overview
A game's artwork included in media, such as demos and screenshots, has a significant impact on customers, because artwork can be judged from previews, while gameplay cannot.[1]
Artists work closely with designers on what is needed for the game.[8]
Tools used for art design and production are art tools. These can range from pen and paper to full software packages for both 2D and 3D art.[9] A developer may employ a tools team responsible for art production applications. This includes using existing software packages and creating custom exporters and plug-ins for them.[10]
Roles
The art production is overseen by an art director or art lead, making sure their vision is followed.[1][6][11] The art director manages the art team, scheduling and coordination within the development team.[1] The art director must also make sure art produced by different team members is consistent within the game.[6][11] A team may also have a lead artist fulfilling day-to-day management of the team.[11]
An artist may be responsible for more than one role.[10]
The artist's job may be 2D oriented or 3D oriented and there are several disciplines involved.
2D artists
- A concept artist works with the game designers, producing character and environment sketches and story-board and influencing the "look of the game".[6][11][12][13][14] A concept artist's job is to follow the art director's vision.[11] The produced art may be in traditional media, such as drawings or clay molds, or 2D software, such as Adobe Photoshop.[14] Concept art produced in the beginning of the production serves as a guide for the rest of development.[13] Concept art is used for demonstration to the art director, producers and stakeholders.[6] A storyboarder is a concept artist who designs and articulates scene sequences for review before main art production.[15]
- A sprite artist creates non-static characters and objects or sprites for 2D games.[7][16] Each sprite may consist of several frames used for animation.[16]
- A map artist or background modeller creates static art assets for game levels and maps, such as environmental backdrops or terrain images for 2D games.[12][18]
- An interface artist works with the interface programmer and designer to produce game interface, such as game menus, HUDs, etc.[7][16]
3D artists
- A modeller or 3D modeller creates meshes for characters and objects, using 3D computer graphics software, such as 3ds Max or Maya.[7][19][22][23] A Character Modeller is a 3D artist adept at creating lifelike character models.[7]
- An animator works with 3D models to produce realistic animations.[20][22][24][25] Often motion capture is utilized to create smooth animation.[19][20][26]
- An environmental artist or level artist creates 3D assets for game environment, such as terrain shape, landscape features, objects, etc.[24][27][28] While an environmental artist's job is similar to a level designer's work, the artist is only responsible for visual appearance and not gameplay.[27]
- A cinematic artist or cut-scene animator produces cinematics and cutscenes for the game.[24][27] Companies may also hire outside studios to produce cinematics.[27] Larger companies have their own dedicated 3D artist teams.[27]
- A lighting director, often the art director or level artist, is responsible for illuminating the game world.[29]
Compensation
In 2010 an artist or animator with less than three years of experience on average earned US$45k a year. Artists with three to six years of experience earned US$61k. Artist with more than six years of experience earned $90k.[30]
A lead artist or technical artist earned $66k with three to six years of experience; and $97k with more than six years of experience[30] and an art director with six and more years of experience earned on average, $105k a year.[30]
See also
- Game development
- Video game design
- Video game graphics
- Texture artist
Notes
- ↑ 1.0 1.1 1.2 1.3 Bates 2004, p. 171
- ↑ Moore, Novak 2010, p. 85
- ↑ Bethke 2003, p. 45-49
- ↑ Chandler 2009, pp. 23-26
- ↑ Bethke 2003, p. 45
- ↑ 6.0 6.1 6.2 6.3 6.4 Bethke 2003, p. 46
- ↑ 7.0 7.1 7.2 7.3 7.4 Bethke 2003, p. 47
- ↑ Chandler 2009, p. 23
- ↑ McGuire, Jenkins 2009, pp. 116-118
- ↑ 10.0 10.1 McGuire, Jenkins 2009, p. 281
- ↑ 11.0 11.1 11.2 11.3 11.4 Chandler 2009, p. 24
- ↑ 12.0 12.1 Moore, Novak 2010, p. 86
- ↑ 13.0 13.1 Bates 2004, p. 173
- ↑ 14.0 14.1 McGuire, Jenkins 2009, p. 280
- ↑ Bethke 2003, p. 49
- ↑ 16.0 16.1 16.2 Moore, Novak 2010, p. 87
- ↑ Moore, Novak 2010, p. 88
- ↑ 18.0 18.1 Bates 2004, p. 176
- ↑ 19.0 19.1 19.2 Bates 2004, p. 175
- ↑ 20.0 20.1 20.2 Bethke 2003, p. 48
- ↑ McGuire, Jenkins 2009, p. 283
- ↑ 22.0 22.1 Moore, Novak 2010, p. 89
- ↑ McGuire, Jenkins 2009, p. 282
- ↑ 24.0 24.1 24.2 Chandler 2009, p. 25
- ↑ McGuire, Jenkins 2009, p. 284
- ↑ Moore, Novak 2010, pp. 89, 91
- ↑ 27.0 27.1 27.2 27.3 27.4 Moore, Novak 2010, p. 90
- ↑ McGuire, Jenkins 2009, pp. 284-285
- ↑ McGuire, Jenkins 2009, p. 286
- ↑ 30.0 30.1 30.2 Fleming, Jeffrey (April 2010). "9th Annual Salary Survey". Game Developer (United Business Media) 17 (4): 8.
References
- Bates, Bob (2004). Game Design (2nd ed.). Thomson Course Technology. ISBN 1-59200-493-8.
- Bethke, Erik (2003). Game development and production. Texas: Wordware Publishing, Inc. ISBN 1-55622-951-8.
- Chandler, Heather Maxwell (2009). The Game Production Handbook (2nd ed.). Hingham, Massachusetts: Infinity Science Press. ISBN 978-1-934015-40-7.
- McGuire, Morgan; Jenkins, Odest Chadwicke (2009). Creating Games: Mechanics, Content, and Technology. Wellesley, Massachusetts: A K Peters. ISBN 978-1-56881-305-9.
- Moore, Michael E.; Novak, Jeannie (2010). Game Industry Career Guide. Delmar: Cengage Learning. ISBN 978-1-4283-7647-2.