Unlocking Technical Art Roles: Insights and Pathways

This article is part of a special series focused on the games industry, offering insights and advice for students and aspiring professionals. The world of game development encompasses a wide range of roles, but two positions that are somewhat easier for outsiders to grasp are those of the artist and the programmer. However, the role of the technical artist, who bridges these two worlds by developing tools to transform art into fully realized assets and characters in video games, is more complex. During a discussion at EGX 2023, members of Radical Forge's technical art team, including Calvin Simpson, Anthony Marmont, and Piotr Sidorowicz, joined CEO Bruce Slater and Lauran Carter from Liquid Crimson to explore the realm of technical artistry and the paths to a career in this field. According to CEO Slater, who began his career as a technical artist, there are two primary types of technical art: front-end, which involves visual effects and shaders, and back-end, which focuses on tool technology and pipeline management. Interestingly, Slater noted that within these categories, there are numerous sub-sectors, meaning that the specific responsibilities of one technical artist can vary significantly from another, even within the same company. Sidorowicz, who started as a 3D artist and now works as a front-end technical artist, credits his background in modeling as a valuable foundation for his current role. He emphasizes that coming from either an art or programming background can be beneficial, and that passion for the field is a crucial factor. The panel highlighted the increasing availability of university courses and industry tools, making it more accessible for individuals to acquire the necessary skills. Simpson stressed that while skills are important, passion and enjoyment can sometimes take a person further in their career. CEO Slater agreed, noting that passion is a key trait among the team members at Radical Forge. However, the panel also emphasized the importance of being willing to work one's way up and learn from all experiences, even those that may not be ideal. Senior tools engineer Marmont shared their journey into technical artistry, which began with a passion for tool-making during their time in the indie space. They advised that having a solid portfolio and demonstrating a genuine passion for game design are essential for those looking to join the field. The panel recommended that a portfolio should showcase only the best pieces of work and provide insight into the creative process. Slater emphasized that the ability to fit into the team and demonstrate passion for the role and the industry is just as important as technical brilliance. He also stressed that the portfolio should not only showcase final products but also the process behind them. When it comes to getting started, Simpson suggested learning coding skills, such as Python or Blueprints, for a competitive edge. Alternatively, focusing on VFX or other subsets of technical art can also be a viable route. The discussion also touched on the topic of industry layoffs and the natural ebb and flow of the games industry. Carter, who has experienced studio shutdowns, emphasized that these events, although challenging, do not diminish the excitement and passion for working in the games industry. The industry's ability to foster new studios, IPs, and diversity of thought was highlighted as a valuable aspect. Ultimately, the panel conveyed that the games industry is a community where people are willing to help and support one another, especially during times of change.