I hope this doesn't come off as 'me too' but I'd also like to answer as someone with a different role.
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- What are the typical hours you work?
I'm usually in the office between 9:00am and 8:30pm but it fluctuates every day and I'm not working every minute of that time as you'll see.
- What are the tasks you perform each day? (doesn't need to be super specific)
- When I get to my desk I begin by catching up on emails then checking out the most recent artwork from all the teams on LoL, then I set my personal goals for the day and jam on ideas.
- Synch up with the team, take a look at how all the skins in development are progressing and make sure no one is blocked (meaning they are waiting on something before they can continue working). This is a good natural point to have any discussions about how a particular project is progressing.
- Hit the gym and then grab some lunch - when you work on sustained focused tasks it's really important to take care of your health so you don't get burnt out.
- I often get invited to play a game after lunch and if I'm not too busy I try to get in at least one game. I'm still relatively new to the company and when I was freelancing I had time to play 4+ games a day. I realise it's crucial to still play regularly! I can't stand artists that aren't completely in love with the Games/Movies they work on.
- Work on my concept/s and prepare for meetings. This time is where I get the bulk of my work done.
- Twice a week we have concepts reviews and once a week we have a whole team review where we look at the most recent work and get feedback from the rest of the team. Our projects are all very collaborative and there are always a lot of strong opinions about the work we are doing; 'My' work is more like 'My execution on the team's vision which in turn is guided by player driven information'. Whenever there is a divide in the group we ask ourselves what players will enjoy most and try to achieve that. On other days I make a point of visiting the other teams, building avenues of communication and leaning as much as I can.
- After dinner I usually settle in for a few more hours and get some solid work done. As an artist I find I do my best work when it's dark and quiet and I can get lost in what I'm doing. The office is a very social place during the day, people stop by to give feedback, share ideas, talk about craft, talk about LoL, talk about The Witcher 3, talk about Mad Max (yes it is an accurate depiction of life in Australia), so it's good to have some uninterrupted time to just 'art'.
- What skills are required to perform the job you do?
Concept art is a highly creative/crazy process. The people on the Splash team are on a whole other level when it comes to illustrating rendered art, but I have to merge super fast iteration with strong aesthetic and game design sensibilities, exciting ideas, material rendering, pop culture knowledge, deep understanding of champions and of the people who play them. It's not enough to just draw a cool picture, I need to understand the limitations of the medium I am designing for and what is achievable as well as constantly pushing those limitations and getting my team excited about exploring new frontiers.
Communication is equally important. I feel like one of the primary reasons I was hired was that when freelancing I proved that I could actively pursue and accept feedback, communicate effectively and punctually, predict and address concerns before they became problems, create and meet my own deadlines and accurately assess my own capability. It's not enough to be a great artist - our Art Director is constantly reminding us that we are 'Game Developers'; pretty pictures aren't enough.
Self-motivation and an endless hunger to improve. Another one of the primary reasons I'm where I am today is that, earlier in my life, I made a decision to accept no excuses from myself. I'll never be the best artist, but I'll never rest on my achievements and keep improving and learning from whoever is kind enough to teach me (and when I can't find anyone to help me out I teach myself although it's a slower process). One characteristic that everyone at Riot shares is that they are self-motivated: if they see a problem they ask 'what can I do to resolve this?' make a plan and carry it out. We don't have 'bosses' that set expectations because we set our own and if we fail to achieve them we ask ourselves what we could have done better. I was talking with another Rioter recently about the way that, if you ask a Rioter 'can you do ___?' they will never say no (even when they probably should) but will instead see it as a challenge.
This doesn't get said much, but you need to be a really cool person! No matter how talented an individual may be, if they aren't enjoyable to work with then they will struggle. When you have a full time job with long hours then your colleagues are the people you spend the most time with, more than family and friends, so they need to be great to get along with. This doesn't mean there aren't differences or conflicts; it's more about how people resolve things and move forward. I know this can be hard to quantify, but a great skill for self-improvement is ensuring that when something happens you accept responsibility and ask yourself 'how could I have done things to change the outcome?' instead of blaming an external force and saying 'well there's nothing I could do'.
- How did you get in to the field?
I did a University course in Multimedia & Digital Art that gave me a broad base. From there I got a job with an animation company and fluctuated between full-time and freelance work (or just straight up unemployed) while spending all my free time improving my skills and comparing them to industry professionals. If I was just finishing University today I would look for work on Indie/Mobile Games instead of animation/film but at the time it was the best opportunity I had. When I felt like I had a chance of getting the job I wanted I began travelling to the USA and getting my work in front of anyone I could - this eventually lead to meeting people from a heap of large companies and it turns out that the Game Artist community is small place. After falling in love with LoL and starting to do some fan art I won 3rd place in the first Lunar Revel art contest. They had their eye on me after that. Eventually after a couple more years of improvement I was offered some freelance work which I gave 100% and managed to impress them enough for an eventual interview.
- Advice for people getting into the field?
Whether you want to work in art/design/QA/talent/etc. the advice is the same: educate yourself on the realities of the job (with questions like these), practice your craft every day, show how passionate you are for the work you do, seek advice/feedback/improvement, work on communication and ensure you are a person that people want to spend their days working with!
I realise that Artist and 'Game Developer' aren't always viewed as synonymous, but if someone reads this and gets some benefit or insight then it was /worth
Thanks in advance if anyone can do this.
Thanks for taking an interest!