How to be concept artist

torbon2000·6/12/2017, 5:39:54 PM·8 votes·2,520 views

Hi so i want to be an artist like the ones that create champions and skins at riot games what should i study? Is there a "right path" or just talent and hard work together will do? Would like to know if possible ty.

7 Comments

RiotKindlejack6/13/2017, 12:17:47 AM10 votes

Every artist at Riot has their own story. Some of them went to an art college, some didn't (The Bravo Ray was a bartender), I worked in animation first but for other's it's their first job. The things we have in common are a huge amount of passion for the game we make and the ability to improve rapidly - I think those are the two things everyone needs to be truly successful. I would also say that no course, no matter what they claim, is going to prepare you for work in the industry - so that makes it difficult to know how to 'break in'. However truly talented concept artist are in short supply, and I found that when I passed that threshold of quality and professionalism a lot of companies began to contact me and things started to move really quickly.

There can of course be other limitations to entry into the industry. I knew I would need a tertiary degree to get a work visa in the US so a multimedia degree was my first step (it was the only thing available in 2006, now there are a heap of game specific courses). From there I worked to improve my skills, even contacting a slew of professional artists to get critical feedback on where I was at, until I believed I was really meeting the industry standard (which even for associate positions is incredibly high). Finally I really focused on my goal - to work at Riot on Skins. To this end I started doing fan art of my own LoL skin ideas until I had a folio full of work they could actually use for their game - this proved to them that I really could do the job if I walked in tomorrow. Eventually I was given the opportunity to work as an outsourcer on a few projects. They went well and I showed a huge amount of improvement with each one, giving them the confidence to offer me an interview for a full time position.

To give you some additional advice I'd like to share with you something I've found myself often pondering as of late:

The number one thing I look for in candidates is creative problem solving. At Riot we look at craft, communication and culture - how good your artistic skill is, how effectively you can work with a team, and whether your work ethic aligns with Riot values. But for concept specifically I think these things are easier to screen for than the core strength of a great concept artist, which I believe to be that creative problem solving.

For me the best part of a folio (and something which is often entirely absent) is the spreads of ideas and iterations on a single problem space that show that the artist can tackle a problem from every angle and think outside the box to provide a fresh solution that goes above expectations. For example; if the goal is to design the interior of a gritty futuristic spaceship, will you generate a handful of generic interiors that get the job done, or can you, within the constraints provided, design a plethora of options that have the potential to be unique and memorable.

For example I couldn't tell you which game these designs are from.

But excellent concept art not only solves problems but inspires iconic design.

The goal of concept art is to show the potential of an idea, not just meet the expectations of it. It is a job for people who enjoy solving challenging problems with creative design.

Grimm Howl6/12/2017, 7:37:27 PM5 votes

What any studio looks for in a concept artist is a solid portfolio that clearly demonstrates you have a solid understanding of gesture, form, shape, and anatomy. In order to build your portfolio and skills as an artist, you simply need to draw every day. Push yourself to get better and better.

"What software do your artist and animators use? Any recommendations on what someone should focus on learning if they want to work in the industry/at Riot? Different studios use different stuff, but common software in the industry is Maya, Zbrush, Unreal, Unity, Photoshop, etc. Many studios also have proprietary software that an artist may need to learn after being hired. What’s more important is that you understand basic artistic principles, can execute on your area of expertise at a high, industry-standard level, and can communicate effectively about your artistic decisions. tldr: Learning industry-standard software is a good start, but it’s the quality of your craft and your understanding of how it does or doesn’t fit into the bigger picture that matters. You can always learn new software if you have strong fundamentals, and companies looking for artists are looking more at your work than your software credentials." OBIWUNKENOBI - Art Operations Director

Sexy Jack Rabbit6/13/2017, 1:03:42 AM2 votes

You draw a chick with some boobies and a 4-inch waist and voila~