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Game Industry Careers

Technical Artist

David Biggs, Torus Games

David Biggs

I’m the technical artist at Torus.

A technical artist does all of the slightly programming related tasks to do with the art team. For example, getting scripts from Maya to speed up the art development pipeline, and any plugins as well to export data from Maya into the game.

The art guys will create a level, then one of the plugs that I’ve written will export that level out to our own data format and then that data format is read into the game.

 

"So as long as you keep trying to improve your folio. Look at the best games out there and try and get your art as good a quality as that. If other games look great and your art doesn’t, then you probably won’t get an interview".

Listen to the interview:

 

What do you do?

A typical day varies according to the different stages of the project. Early on in the project, I’m working on these tools to get them ready. So when the guys are really heavy into production on the project. It’s all there ready to go.

Later on in the project, it is also my job to make sure all of the tricky things in the game are working. For instance, objects that get destroyed in the game. I make sure all those work properly, to make sure all the connections between models are working properly so that everything smashes right and everything is performing well to the limitations of the hardware.

I’m actually smack bang in the middle of the programming and the art side. I was actually employed initially at Torus as an artist, but I had a bit of a programming background. I did a Computer Science degree at Monash before working at Torus. Whilst at Torus I started doing more scripts just because I could see we could speed up the pipeline. And that just evolved into a technical artist position.

How did you get to where you are today?

I initially started doing Chemical Engineering at Monash. After three years I decided I hated it and then switched to Computer Science. The whole time I was in Chemical Engineering I was failing because I was working on Doom mods and Quake mods and making levels and monsters and things for those games. And then I thought ‘I want to get out of uni, but with a degree’ so I switched to Computer Science, loved it and blitzed it. Then I used all my art from the mods that I made to get a job at Torus. So that’s how I got in, as an artist. The programming experience from my degree has helped develop my career further.

I was still working part-time after I finished my course and I just sent in a few mods and things I’d worked on to Torus, and also a few other Melbourne games companies, and I was lucky enough to get a job. They employed me to work on Carmageddon initially. It was pretty good seller. I then worked on Duke Nukem Advanced and Doom II Advanced, and then Sentinel Crisis and now our latest title.

What skills are necessary for you to do your job?

Programming. You also need a pretty good understanding of Maya, or 3D Max, and 3D modeling as well. You need to know real specifics in how a 3D model is put together - the poly’s, the vertices and the UVs, You need to how that actually gets done in code and how it translates into the engine, and the limitations of the hardware. Sony Play Station has really low limitations on how many polygons you can draw, whereas Xbox 360 has almost unlimited. So you really have to know the hardware and know what you’re getting out of Maya or Max and have a really good understanding of how they all interact.

I’m sort of the go-to guy for programmers and artists and the interaction between them. I’ve got to be able to communicate well with the programmers and with the entire art team, and translate between them because often they can’t talk to each other. They use a completely different language, and I’ve got to know both languages. That’s the difficult part of the job sometimes.

I really love the position and love doing what I’m doing but it can get tricky at times trying to balance what I have to do to keep the tech happy for the programmers and then the art tools happy for the artist, and get some art done for games as well. It can get pretty stressful at times, but I do love it.

How important was your education/training?

For the scripting and programming side, it’s pretty important. It's good to know how to structure your code properly and program well. For the art side of things, you can almost teach yourself. Anyone can get an evaluation copy of Maya or Max and just spend a few months in their bedroom practicing. That sort of thing I think you can teach yourself if you’ve got enough passion and desire to do it.

Where do you see your career going?

The progression for an art technician probably would looking after be larger teams and developing tools for the next platform like the Xbox 360 and Play Station 3 and whatever comes after that. There is always new hardware coming out and the engines are always advancing and progressing, so we are always updating and improving the tools.

What advice would you give to someone wanting to enter the games industry?

I think it’s getting a lot harder. Six or seven years ago when I started, there was a lot less competition. There were no real courses and a lot less people trying to get into the industry. Now there is something like 500 or a 1000 people graduating every year to go into games employment, so there is a lot of competition.

I have the job of going through all the artist’s folios and applications. To make yourself stand out, just concentrate on games. Prove to the employer that you know games and want to work on games. So many applicants that we get show websites and movies and that sort of thing, which isn’t games. If you can prove to us that you are a dedicated gamer and that you know game art and you can make your models and your levels and your cars to games specific requirements, then you are almost guaranteed to get an interview and hopefully a job.

It doesn’t matter what software you’ve used to develop the game. As long as you’ve got good knowledge of Max or Maya or XSI or Light Wave or any of those packages, you can transfer that knowledge between package to package pretty easy.

Persistence is a quality as well. We’ve had many people apply over and over, and as long as you see improvement to each application, then that’s good. So as long as you keep trying to improve your folio. Look at the best games out there and try and get your art as good a quality as that. If other games look great and your art doesn’t, then you probably won’t get an interview.