Saturday, 19 April 2014

Generalist to Specialist

     The games industry is an interesting one, as the largest entertainment industry the scale at which games are produce varies from a single individual to multiple teams consisting of near a thousand people. Due to this a diverse job market has grown allowing for the jack of all trades to highly specialist artist of a single facet. At first this may be intimidating for an artist, or any individual, wishing to break into the industry but it allows for near limitless opportunities. To really simplify this I'll be looking at the role differences in working for a AAA production and an indie one.
 
     The former and it's more specialist job roles has been a growing trend in the industry as games have grown in scope and technological complexity. With the eve of every generation teams gave been required to grow to accommodate the new hardware resulting in developers falling into more specialist and defined roles within their teams. Let's take the Halo series as an example, the first in the trilogy, Combat Evolved, was released in 2001 and was developed by around 100 people. In contrast Halo 3 which came out a mere six years and three generations later had a workforce of 300ish to see it to completion. (I counted from a list those numbers may not be the most accurate). Below I've linked a video Bungie, the studio behind Halo released which details the growth and role changes within the studios. The video is a couple of years old and Bungie has continued to grow as has the niche roles required for their team. Even from the credits from Halo:CE and 3 the more specialist job roles are there.
 
 
    This was not always the caser and it's seems the industry has almost come full circle in that respect as independent games have seen a large boost in publicity and popularity. As team sizes have shrank dramatically it is an absolute necessity that artists can work across a number of disciplines and to a competent level. For instance in a AAA studio a character artist may only need to model a character before handing it over for another artist to texture, one to sort out any issues within the model and then on to an animator and then some one to import into engine, the number of artists in this pipeline maybe be an indie studio in it's entirety. Obviously this calls for smarter use of artists or programmers whose skills extended past a single aspect, what they want is "T-shaped" workers. What this refers to is an indivual with an expertise in one area but has an ability or understanding across  multiple, for instance an environment artist may focus on landscapes but can model foliage, use and create systems such as lighting or effects in engine and perhaps a small knowledge of programming on the side. Of course this isn't an exclusive demand from the indie community Valve explicitly look for this within their own employees and I think it's safe to assume that most companies will look for artist like this.
 
     Like I aid before the opportunities that the games industry allows is fantastic, if you want to specialize in modelling weaponry you can or if you want to do a little bit of everything you can too. Personally I'd be less inclined to hugely specialise myself as I enjoy working on a variety of different disciplines and over the past months have been exploring VFX and GUI as well as continue to push myself with the character and environment works of the course. It seems to me that the creative industry are far to interesting to commit exclusively to a single discipline however to fit into the bigger picture in games, film or visualisation this may need to be sacrificed to a degree. 
 
 
Sources:
Halo.Wikia
Wikipedia
Youtube
     https://www.youtube.com/watch?v=Gc-6u8GCyVA
Valve Employer's Handbook
 

 

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