What's an average day for an artist in game development? Is it just that they come in and draw some shit for eight hours and somebody tells them whether that's good or not? Walk me through what the day is like for somebody who's considering doing this as a job.
TL;DRAspiring artists should choose a specialty first, since large studios expect focus, and the day is mostly making art plus regular team syncs with design for feedback.
It can be, I'm sure it can be. Okay, so I would say if you're considering being an artist, then you need to at least work out which kind of artist you want to be. Do you want to go into props? Do you want to go into characters? Do you want to go into environment? Do you want to go into technical? Do you want to go into concept? Because if you don't really know what you want to do when you enter, then chances are you're not going to like it, probably. Whereas if you have some kind of inclination of, oh, I want to do environments, I want to go to a company where I can just do environments day in, day out. In a company like ours, because we're so big, you need to have your focus going in. But for a much smaller company, you might wear several hats, so you might be an environment artist, but you also do props and vehicles and a bit of set dressing or something like that. So if you were coming in, what your day would look like as, let's say, an artist one, is you do art. Okay, yeah, so we do have several meetings that you need to attend. Like we have, well, not daily, but every other day, we have a standup or a sync with the whole team. By the whole team, it's kind of the location team. People run through their tasks, we catch up on if anyone wants to show where they're up to or they want any feedback, it's a great time for that. That's not just art as well, that's working with design, both mission and level design. And then you just crack on. You continue doing what you're doing. So in their case, it might be on the UGFs, they're building rooms at the moment. So that's what you would do.