Section 1: You & The Sector
What is your specialism?
My specialism is Concept Art, or Character Design. I hope that some day I will be able to become a Concept Artist, so I practice and hopefully will build my portfolio into something which attracts quite a lot of attention to potential employers in years to come.
What work based experience do you already have?
I have worked in retail for a few years, which really builds up your communication skills towards customers/clients, and how you should address yourself towards a person. And also, production skills and imaginative skills are also required in retail; placing products in viewable areas where a customer would be attracted to, creating obvious plans which distracts and portrays advertisement to a certain product.
During secondary school, I did work in a Graphics Design company (KallKwik) and learned a vast amount of design tips from the designers. What I learned was very interesting, and has changed the way I look at digital art: How images are different on screen then on print, the tasks need to be completed to fully finish a product for a client (colour, illustration, alignment, etc.), and how there’s only a certain amount of colours which can be used for products.
What kind of Work Based Learning would benefit you the most?
Any art based sector would really benefit the area which I would like to get into. May it be illustration or a designer, it would really help on becoming the concept artist I want to be. I believe that just learning about the art and design industry could really peak my interests and bring more knowledge into my own work and portfolio.
Section 2: Research
What have you learned about the area of the sector specifically relating to your specialism?
Going through various blogs of Concept Artists, I realise that having quite a grand range of styles which you can flip back and forth on, and a understanding to how images are created and portrayed into games themselves as a whole.
This is a standard way of approaching concept art, as when you go from client to client, there is no doubt going to be quite a change from the previous job; it’s always worth being able to bend your own artwork to meet others needs.
What have you found out about the sector with specific reference to job/career opportunities?
What I did was look at a range of job opportunities which lurk around in the games industry, break them down into smaller pieces to see the requirements necessary for an artist. With this information, I have combined a list together to relate to when I’m trying to think of new ways to improve myself:
- Practice with various styles. Concept Artists, specially 2D artists, do not stay to one style consistently.
- Speed sketching is key. This is a small one, however it’s good to be able to get your whole idea across quicker then just making the designers wait around for your final ‘sketch’ product.
- Learning various skills. Including technical skills, or even some coding. This is so that you can easily expand your ideas and show many ways in which you approached your task.
- Having experience. This one is tricky, as it requires you to have already had some experience in the industry (and very hard to come across). However, shadowing someone is also showing you have had experience some where in the field.
- Confidence. A common mistake which is made by many artists is that they’re not confident with their own work. Having confidence will push your work further in Concept Art (because people will then critique) and will enable you to learn new skills.
What opportunities have you found for work placements/experience/etc?
Most of the opportunities have requirements for very skilled artists, which need a lot of experience before hand in other artistic duties. This results in needing to complete other job roles to finally fold into the ones which are being advertised. Here is the research I conducted to find out certain qualities you need to have to become an artist:
Concept Artist in Dublin (Link): Looking for an artist who has a range of skills and techniques which can be used as reference outside and inside the creation of the game. Also wanting the ability to problem solve and complete tasks at a certain date with no exceptions.
To gain these abilities, you would have to practice each day, endlessly, to gain experience of different styles and techniques. They are in need of some one very skilled that requires no training, unless needed for a specific area, which is always required in a place quite high up in the employment chain.
GUI Author/Artist in Guildford (Link): Working closely with the overall games design and technical side to the art. As the game is focused very much on artistic vision, there is need for very technical experience as well as a artistic touch. You must be very experienced in design.
Having a vision in design, you must have had other experience in art and design before approaching the subject. This experience could come from education or a work placement, but you also need to meet the requirements of a great artist who is skilled in technical jobs. Having a wide range of skills in hand could be handy if ever faced with a job like this.
Lead 2D Concept Artist in Germany (Link): To be lead, you have to have power and knowledge. Quick sketches and full illustrations to show a team what you would like for the final concept art product of the game itself. (This also includes story boards, characters, vehicles, etc.)
When being a lead in a design team, it’s quite a hard job at first. It’s not something which I want to become, but it would be nice to have input into something very detailed. Being able to take control and ask everyone whether they are okay with an idea you have created is a very big job role. It requires more research, more determination and charisma (as well as a full understanding of art).
Section 3: Conclusion/Next Steps
In relation to your research into the sector and opportunities, what have you learned about your current and potential position within it?
What I have learned from my research is a three main things; experience, confidence and artistic potential. There is a lot more then that, I know, but to become some one like JenZee (Concept Artist for Bastion) or even Gilles Beloleil (Concept Artist for Assassin’s Creed III) there requires a lot of skill and potential involved in your artwork. Is there a way you can bend your style to a way the lead art director would like it to be? Can you make many unique concept sketches in under 10 minutes? Sometimes these things really don’t matter, as the employer some times will go only for the one style they want. However, to have multiple styles and skills under your hat, makes you more flexible if the product ever changes course.
As a result of your research, what do you now think will be the best form of WBL experience for you?
It would fantastic to learn in a team, or possibly shadow a skilled artist whom is already in the industry. Having the knowledge passed down to you, and shown in front of you (I feel) is much more better then reading step by step what Concept Art requires you to do.
However, the job could consist of anything. Following an illustrator through different stages of drawing and research, a designer going deep down into folding out the plans which they have created; any artistic area will help me benefit in learning something for the industry.
What will your next steps be in securing a placement/ project/ etc. for next year’s WBL?
Search for places that will take on people for work experience, preferably close by so that it’s much easier to move between home and job. Whether this searching will consist of asking others or searching on the internet; hopefully there are a few (which could help me learn exactly what is needed from an artist in the industry). Or: I am willing to create a project with a group to help another company with their business (which will boost my team building skills, and learn how to work in a team, following orders on what should all be done).
I feel both will help me develop my skills, or help build myself to feel more confident in working in a team.