Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Contents
Into The Pixel: The Artists Speak
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
February 10, 2012
 
Analyst questions validity of unusual January NPD results [3]
 
DICE 2012: Blizzard's Pearce on World Of Warcraft's launch hangover
 
DICE 2012: Insomniac's Price on Quality Of Life, ditching the 'Loser' badge [2]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Sony Computer Entertainment America LLC
Audio Tools Engineer
 
Sony Computer Entertainment America LLC
World Wide Studios Technical Product Manager
 
Sony Computer Entertainment America LLC
Senior Software Application Engineer
 
Sony Computer Entertainment America LLC
Senior Gamer Insights Specialist
 
High 5 Games
Technical Artist
 
Airtight Games
Art Director
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Principles of an Indie Game Bottom Feeder [18]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [39]
 
arrow Building the World of Reckoning [4]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [13]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [9]
 
arrow Building an iOS Hit: Phase 1 [11]
 
arrow Postmortem: Appy Entertainment's SpellCraft School of Magic [5]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [5]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [12]
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features
  Into The Pixel: The Artists Speak
by Bryan Ochalla [Game Design, Visual Art]
Post A Comment Share on Twitter Share on Facebook RSS
 
 
October 4, 2007 Article Start Page 1 of 3 Next
 

“When people think of video games, their first thought is of how they play,” says Ryan Stevenson, a concept artist at Rare Ltd. “The art and artist are often forgotten.

“Concept artists are even more shadowy,” adds the artist who has worked on It’s Mr. Pants, Banjo-Kazooie: Grunty's Revenge and Viva Pinata since joining the UK-based developer (now part of Microsoft Game Studios) in 2001. “There aren’t many of us around and we’re specialists, so it’s not surprising we’re one of the least known professions in the games world.”


Lionhead Studios’ Mike McCarthy has come to a similar conclusion in the nearly eight years he has been in the industry.

“It’s common for people outside of the digital industry to be completely unaware of what exactly a games artist does,” says the concept artist who has worked on Black and White 2, The Movies: Stunts and Effects and Fable 2 since he joined the UK developer (also part of Microsoft Game Studios) three and a half years ago. “Ironically, I think people are under the impression that the computer does it all. The average reaction I get when I talk to people about being a games artist is, ‘Oh, do you actually have to draw, then?’”

Even some of McCarthy’s family and friends aren’t sure what he does as part of his 9-to-5. “I most commonly get referred to as ‘a computer game designer’ by my family if they’re asked what I do,” he says.


Mike McCarthy's 2007 Into the Pixel submission, "Lab" from Fable 2

“It’s easy to forget that everything computer generated on a screen has been designed by someone,” McCarthy adds. “Very few people are aware of it, but it’s massively important. The look and feel of the world you are immersed in is very much at the forefront of the experience, even if it’s ultimately the gameplay that decides whether or not it’s enjoyable. I suppose art is one of those things that is only ever noticed when it’s done stunningly well or, unfortunately, when it’s done badly.”

Cheol Joo Lee, a concept artist at Vancouver-based Relic Entertainment, goes a step further by suggesting games artists bring more to the table than the superficial bells and whistles consumers see when they boot up the final product.

“Artists are important for games in general, not just for game graphics,” says Lee, who has worked on Company of Heroes and Warhammer 40000: Dawn of War since joining Relic in 2003. “Not all artists are creative, but most artists are trained to develop creative ways of forming art, so their creative minds can be helpful for all aspects of game development.”

 
Article Start Page 1 of 3 Next
 
Comments


none
 
Comment:
 




UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.