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TABLE OF 
CONTENTS

LESSON OVERVIEW

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ADDITIONAL RESOURCES

A curated list of resources we would use ourself on this topic.
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SPECIALISATION OVERVIEW

Environment Artist are usually used as a generalist role. It’s the container for all the specialisations within it.This means that the role can encompass everything from creating assets to building locations, sculpting landscapes and more…

So how do we know what studios are looking for?We need to look at the responsibilities of the individual applications from the studios that we’re looking to work for.

There might also be the common difference between AAA, AA and Indie studios as well. At bigger studios you will most likely specialise more where at smaller studios wearing multiple hats is more common.

⚠️ So make sure to check the individual applications for more information.

COMMON RESPONSIBILITIES

  • Know how to efficiently model, UV map, Bake and create materials.
  • Solid understanding of efficient low poly mesh techniques
  • Knowledge of a PBR Pipeline
  • Experience with current game engines like Unreal Engine, Unity, etc…
  • Creation of Assets, hard surface and organic, from small assets to buildings
  • Landscape and terrain sculpting
  • Strong understanding of composition and art fundamentals
  • Work closely with the Art Director, Art Lead, Tech Artists, and Level Designers to ensure the visual target is met or exceeded

DAILY ROUTINE

Differing widely on the individual studios you will be spending your time creating assets, often based on the concept art from concept artists. Then building them up from blockouts to fully finalised assets. If you have a bigger focus on environments then you will build locations together with level designers. Taking the gameplay blockout they build and turning them into nice artistic spaces filled with story.

Other then working on art you will also spent some time in meetings where you will be discussing ideas for locations and assets within them.

WHO YOU COLLABORATE WITH

Most commonly you will be working together with Concept artist on the creation of assets or locations based on the art they create. However this is not a guarantee.When working on environments or locations Level Designer will be your closest partners. They usually build the framework and blockout for you to then come in and make it pretty. This is a collaborative effort from both sides with a lot of back and forth.

Outside of these close collaborations you will also be working closely with your Environment Art Seniors and Leads, Game Designers if your work overlaps with any designs and technical artists for the more technical assets when required.

INSIGHTS FROM THE ARTISTS

PLACEHOLDER

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