The document lists various roles and careers related to being an artist in the game industry, including level designer, game designer, technical artist, management, and others. It also lists other related fields like film/TV, advertising, architecture, design studios, software engineering, interaction design, and many artistic mediums and skills. The rest of the document provides various links and quotes about games, game development, and the future of the industry.
12. ?Artist to: ?Related:
?Level Designer
?Game Designer
?Technical Artist
?Management
13. ?Artist to: ?Related:
?Level Designer ?Film and TV
?Game Designer
?Technical Artist
?Management
14. ?Artist to: ?Related:
?Level Designer ?Film and TV
?Game Designer ?Agencies, advertising
?Technical Artist
?Management
15. ?Artist to: ?Related:
?Level Designer ?Film and TV
?Game Designer ?Agencies, advertising
?Technical Artist ?Architecture
?Management
16. ?Artist to: ?Related:
?Level Designer ?Film and TV
?Game Designer ?Agencies, advertising
?Technical Artist ?Architecture
?Management ?Design studios
?Interactive
67. "Games are not media. Calling them that separates
them from thousands of years of play. People say
'games are in their infancy'. It's as if adding
computers is a way to make things worse"
- Frank Lantz
#7: First videogame: OXO, 1952, Cambridge mainframe.
14 years
#8: Games industry:
Beyond artist and senior artist.
#9: Level designer: architecture, env. artist + game design.
Specific level editing tools, Gameplay, Game design
(Developers like multi-skilled people who can make their own assets. Epic: Everyone had a second discipline for a while).
#10: Game Designer:
Still not very defined term.
Some studios - get everything thrown at you.
#11: Technical artist: Need to know a very wide array of software packages.
Set up entire pipelines. Good at training, research, prob solving
Understand code : understand coders.
More strategic: overview, setting up systems rather than producing assets.
#12: Management:
Project management and production skills.
Agile production.
Typical mistake: Promoting best artist to lead artist or management.
#18: simulations and other interactive systems, games mimic and use the skills necessary for all prior forms of media.
#42: Locked in by 20th Cen publishing models. Qualify - return to later.
#57: Locked in by 20th Cen publishing models. Qualify - return to later.
#58: Cultural variation and growing maturity also reflected in indie and amateur game development
no commercial aspiration
pushing the medium in different directions for the sake of exploration.
#60: Differences in opinion on going to grow, good thing.