Tech Art Job Descriptions in Games

Created by Victor Stepanov on 09/30/20 | 6 revisions |    


This is a Work in Progress

What is a Technical Artist?

The Technical Artist role is about wearing hats and solving problems.

The Technical Artist wears a number of hats depending on the following:

  • the current stage of the project
  • the size of the team/studio
  • seniority/management role

Tech art interviews

Watch the Tech Art interviews made at GDC by Bill Crosbie

Tech art interviews

Technical Artist Day-to-day

  • provide technical support to artists for issues in the art production pipeline
  • provide technical support for outsourcing
  • help debug issues in complex assets (skeleton rigs)

Technical Artist Responsibilities & Objectives

Solving Problem, Support & Troubleshooting

Production Stage: Pre-production

  • outline problem areas of the art production pipeline

Production Stage: Production

  • make sure the ramping up of artists on to the project is as smooth as possible
  • help outside vendors set up the required pipelines for outsourcing workflows

Production Stage: Finalling

  • providing feedback and help artists get their content within the performance budget

Develop Tools

  • develop/support tools/plug-ins inside DCC tools with the use of built-in scripting languages (Python, MAXScript, MEL)
  • develop/support standalone tools for the content production pipeline to improve/automate the workflow of artists (Python, C#, Rust, C++)
  • integrate new Digital Content Creation packages into the existing pipeline by writing data exporters/importers
  • collaborate with Tools Engineers by providing feedback and test data sets

Communication and Advocacy

  • bridging the gap between engineering and content creations departments
  • bringing the artist perspective to technical discussions and vice versa
  • work closely with lead artists and department heads
  • set up feedback and QA process for outsourced art work
  • training and mentoring artists (new workflows, new DCC packages, new tools)

Pipeline Architect, Pipeline Design

Production Stage: Pre-production

  • conduct postmortems of previous production pipeline technology
  • develop new ways to make the production pipeline more efficient
  • help with the pre-production stage for select art departments (the art discipline you specialize in)
  • define and set up new authoring pipelines

Research and Development

Production Stage: Pre-production/Production

  • research and development of new pipeline technology
  • help engine programmers define new engine features
  • help programmers test new technologies and provide feedback
  • decide on using new DCC packages
  • evaluate updates to DCC packages that are in use
  • research/prototype rendering techniques

Technical Artist Goals

Develop & Support the Game

  • create and prototype shaders for the game
  • debug and fix complicated content related game bugs
  • work on game VFX
  • work with engine programers on new game features

Content Budgets and Optimization

  • manage content budgets
  • help optimize art assets while keeping the visual quality
  • help cleanup scenes
  • help produce content production guidelines to keep assets within budgets

Documentation

  • develop and maintain documentation for workflows and pipeline tools
  • document best practices and guidelines for content creation

Technical Artist Traits

Skills, Knowledge, Experience

This section ia a Work in Progress

Revision Control

comfortable with at least one of the following

Scripting/Programming Languages

comfortable with at least one of the following

Game Engines

be familiar with at least one game engine pipeline

Digital Content Creation tools

have a deep knowledge of at least one

Databases

be familiar with at least one db technology

Note: some TA positions won't require this knowledge. But as you become senior this knowledge will become valuable.

Quick Learner

  • quickly learn new art packages
  • keep track of new industry standards and trends
  • hone skills in a selected art discipline

TBD...

Technical Artist Specializations

Disciplines




References:

GDC

YouTube

Books

Other Languages

Russian
  • Podcast "How Games Are Made" with Michael Kuzmin & Sergey Galyonkin

Examples of other Tool Dev Roles: