Definitely closer to 30: https://www.pantheonmmo.com/about_us/the_team/
I dropped my resume on them and more than happy to donate some of my time with art. They have plenty of extra contributors is seems so I doubt they have the time to waste bringing anyone up to speed for the project. Though with art at this point is probably creating to scale assets, textures and lots of icons. :) I can do all of this. :D just sayin
https://www.pantheonmmo.com/about_us/the_team/
If you have never worked in a game studio? Then yes, getting you up to speed would be an issue, regardless of how much "art" you know.
If there is one thing that the game industry has in droves, it's vast numbers of artists.
What they need is content creators, world builders. Those can be harder to find and are the meat and potatoes of an MMO.
Bazgrim said:Definitely closer to 30: https://www.pantheonmmo.com/about_us/the_team/
awesome thanks. for whatever reasons i could not find that page.
Bazgrim said:Definitely closer to 30: https://www.pantheonmmo.com/about_us/the_team/
Someday, my name might be in that list! It is my dream. It might happen. I am working on it :)
Maybe closer to 30, but here are the only ones that really matter.
I kid, I kid, yes you're all important.
Lead writer is important too :p. I need my lore
zewtastic said:If you have never worked in a game studio? Then yes, getting you up to speed would be an issue, regardless of how much "art" you know.
If there is one thing that the game industry has in droves, it's vast numbers of artists.
What they need is content creators, world builders. Those can be harder to find and are the meat and potatoes of an MMO.
I currently work as a game artist and have for over 25 years. I can work in a variety of art styles and build just about anything and have throughout my career. Honestly, getting up to speed has more to do with how the project is organized and getting to know where the assets are, checking them into source control, blah blah. Its why I said I could donate my time. After my day job or on the weekends. This way all I would just need a box that is the height of the standard human character for a game scale reference, concept examples or style guide if needed, color palette to work from, etc. The rest I can figure out myself. This way all they need to do is give me an asset list, and I can focus on modellng quickly and submit the assets as I am done. Someone else on their end can do asset management and do importing into Unity and source control without the worry of me gaining access or bringing me up to speed. :D
Easy peasy
Rokuzachi said:Quick question for you, Bronsun; I found that Animators and UI artists were two of the hardest to find/most in demand alongside client engineers in the industry. In your experience, what are the most difficult spots to fill at a studio?
Tough question. That really depends on the studio and what type of games they create. Also depends on the hiring managers who often aren't qualified to make the decisions they do.
Speaking only as at artist, I see that most artists today want to be character modelers and concept artists so that area is way over saturated. That leaves a bit of an opening elsewhere if you have the desire and are of course good at it. Good animators and riggers are difficult to find, but they are out there in the weeds of character artists who won't give it a try. UI is an art form in itself, and takes a special eye for being concise. Unity has made it easy so anyone with this talent to be fast at creating UI, but yeah noone likes to do it. Enviroment artist are in high demand it seems as well. Not sure if that answers your question, but I hope it helps. :D
Bronsun said:Rokuzachi said:Quick question for you, Bronsun; I found that Animators and UI artists were two of the hardest to find/most in demand alongside client engineers in the industry. In your experience, what are the most difficult spots to fill at a studio?
Tough question. That really depends on the studio and what type of games they create. Also depends on the hiring managers who often aren't qualified to make the decisions they do.
Speaking only as at artist, I see that most artists today want to be character modelers and concept artists so that area is way over saturated. That leaves a bit of an opening elsewhere if you have the desire and are of course good at it. Good animators and riggers are difficult to find, but they are out there in the weeds of character artists who won't give it a try. UI is an art form in itself, and takes a special eye for being concise. Unity has made it easy so anyone with this talent to be fast at creating UI, but yeah noone likes to do it. Enviroment artist are in high demand it seems as well. Not sure if that answers your question, but I hope it helps. :D
Great answer tbh, just wanted to hear your perspective on it. Definitely agree about the UI artist thing haha, I've seen marketing people end up doing it just because they have some graphic design sense. Agree about the animators too. One other discipline i forgot was VFX artist - like you said it depends heavily on the game, but often these guys seemee tough to find as well for a studio thay primarily did mmos and needed a lot of them. Always thought vfx was a fun area, since it combines a bit of traditional art and animation.
I've got a tiny (read; inconsequential) amount of experience in VFX animation and creation, but only with Unreal. Sadly i didn't get to really do much with my apprenticeship before i had leave the studio I was at =\
PS. Posting from mobile, please forgive errors lol
Rokuzachi said:Quick question for you, Bronsun; I found that Animators and UI artists were two of the hardest to find/most in demand alongside client engineers in the industry. In your experience, what are the most difficult spots to fill at a studio?
This guys channels pretty informative
Bronsun said:zewtastic said:If you have never worked in a game studio? Then yes, getting you up to speed would be an issue, regardless of how much "art" you know.
If there is one thing that the game industry has in droves, it's vast numbers of artists.
What they need is content creators, world builders. Those can be harder to find and are the meat and potatoes of an MMO.
I currently work as a game artist and have for over 25 years. I can work in a variety of art styles and build just about anything and have throughout my career. Honestly, getting up to speed has more to do with how the project is organized and getting to know where the assets are, checking them into source control, blah blah. Its why I said I could donate my time. After my day job or on the weekends. This way all I would just need a box that is the height of the standard human character for a game scale reference, concept examples or style guide if needed, color palette to work from, etc. The rest I can figure out myself. This way all they need to do is give me an asset list, and I can focus on modellng quickly and submit the assets as I am done. Someone else on their end can do asset management and do importing into Unity and source control without the worry of me gaining access or bringing me up to speed. :D
Easy peasy
Well good then.
I pretty much am on the technical side of things. Systems Eng.
Which can be a nightmare when your game becomes a massive success.
zewtastic said:Well good then.
I pretty much am on the technical side of things. Systems Eng.
Which can be a nightmare when your game becomes a massive success.
Not jealous of your profession at all. My brain fires off the right side. :D
Game development can be a special kind of hell for the uninitiated. Working with the right people and company makes all the difference.
Bronsun said:zewtastic said:Well good then.
I pretty much am on the technical side of things. Systems Eng.
Which can be a nightmare when your game becomes a massive success.
Not jealous of your profession at all. My brain fires off the right side. :D
Game development can be a special kind of hell for the uninitiated. Working with the right people and company makes all the difference.
Best job ever, most demanding ever. Chews up people and spits them out.
Last studio I was at, about 80 people; after 4 years ~75 had moved on. Thats a pretty high turnover for any business.