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)
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."
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 experiece 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
1999 Computer Game Developers Association conference found that 3-D
artists with at least 1 year of experience earned an average of $59,211
in 1998. 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.
Books
Art Schools with Video Game Design Programs
The Art Institutes
Devry University
Savannah College of Art and Design
Westwood College
Links
Acme Filmworks- With resume and demo reel submission information
The Art of Computer Game Design- A tutorial about the process of games design and development.
A Digital Dreamer- With a list of video game design schools and resources.
CreativeHeads.net- With Video Game, Animation, VFX, TV and Film jobs.
EntertainmentCareers.net- with many jobs in the animated, game, and film arts. You can get job updates via e-mail.
Jobs at Cyan World- The creators of Myst and Riven have a list of jobs available.
Game Art Contest- This is an annual contest that pays $10,000.
Game Design Articles- A page of many links related to game design.
Game Institute- Take online courses in Video Game Design.
Gameloft- With mobile phone game jobs
Gamespot- You can find a lot of information about gaming here. You can find information about mobile phone games here.
International Game Developers Association- A society that is committed to advancing the careers and enhancing the lives of game developers with networking, professional development, and advocacy.
Mary-Margaret.com- A recruiting agency for gaming jobs.
NationJob.com- with a searchable database of video game and other art positions.
North American Simulation and Gaming Association- A site that focuses on gaming as a means of instruction and training.
Planet Rome.RO- A great site by a video game artist, John Romero.
Showbizjobs- A searchable site for many jobs in the animation, game development and graphic arts areas.
Sloperama- A site with tips on preparing for a career in game design as well as choosing a school. There is a lot of information here.
The Independent Game Developers Association (TIGA)- an association based in Europe.
Video Game Jobs- a job site by Gamasutra.
Vivendi Games- This PC, console, handheld, and internet gaming company has a jobs page.
Walt Disney Internet Group- Disney is launching a wireless phone, voice, and data service, so look for some upcoming jobs in cell phone games.