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General Art Advice

Getting a job in the Games Industry as an artist can sometimes be difficult - it's the catch 22 situation of 'no experience = no job' and 'no job = no experience'. However, it's not all doom and gloom - a lot of companies still do take people with no experience, us included. Very few of our artists have come from games industry jobs, and of those who didn't, many of them were inexperienced on computers or the various art packages as well.

The things you'll need to show are a varied and creative (yes, creative, not copies of other peoples stuff!) portfolio, showing your talent and enthusiasm for art. It's an idea to show or take along a range of work - paper and computer, from early concept to completed pieces. Having talent is essential, as a talented artist doesn't need experience, and can usually adapt to other media. You'll also need to be enthusiastic to work in games, as its hard and often intense work, and it is essential that you really want to be doing it!

Jobs are usually categorised into 2D, 3D, Animation and Presentation. 2D work consists usually of presentation (game front-end, etc.) textures and backgrounds. 3D artists usually create all the polygon models and environments. Animators build and animate characters and FMV sequences - and sometimes design them - but beware, there are far fewer of these jobs than the 3D ones. However, especially in smaller companies, artists will do more than one area of art - for example one artist could design a character, then model, texture and animate it. Presentation artists are only really found at bigger developers/publishers - they do Marketing and PR renders, box artwork, etc. - smaller developers will probably use their other 2D/3D artists to do any tasks like this.

Who does the designing? That totally depends on the company and team set-up. Some companies - but increasingly few - have designers who will plan the entire game, its artwork, story and structure, and the team then has to produce the game from that design. Some will have conceptual artists who will help to visualise the game on paper first, working with the designers. Some leave all design to the key members of the team. The above is a sliding scale from '0 to 100% input' from the team, and is totally dependant on the company and project - just ask at the interview!

Don't expect the job to be just long and beautiful 3D rendered sequences or designing and animating your own characters. We see many portfolios that seem to assume they'll get a job like this - but this is a far harder area to break into than 3D modelling, for example. In any case, if needed, companies usually have experienced artists and animators that will do these jobs already. At first, you'll usually either start in 2D textures or 3D modelling, perhaps as a trainee. Be prepared to start off small, and have a go at everything that's offered and work out what you're best at and what you enjoy most. Good luck!


Trainees/Apprenticeships

Bizarre Creations does not offer any Trainee or Modern Apprenticeship type schemes or jobs, or work experience. Sadly we don't really have the time to cater towards this. If you are looking to get into the games industry the best way would be to do a university or higher education course.

We have taken people on the past with no experience of 3d modelling based on an exceptional portfolio of work. Unfortunately due to the time it can take to train someone, we no longer are in a position to do this. We can now employ people with experience or graduates with time spent on 3D software packages. This is not to say you need do a course, if you were dedicated and had the time to learn the software at home and compile a good portfolio of work this can be another way in. But what doing a dedicated course will offer is guidance and knowledge about working in the games industry, and this can be incredibly valuable. You will also be able to work together with like minded people and this alone is reason for spending a year or three studying. You will learn so much from chatting with course mates about techniques using a chosen software package or creative ideas for a game or animation.

We have employed a couple of people from Cumbria College Of Art & Design in Carlisle. And we have had people who have studied at Liverpool John Moores The advantage of the MA is it only runs for a year where as a degree or HND is 2 / 3 years. Other colleges include:

These are 3 of the more established Universities offering games/computer graphics courses. If you look at the UCAS website you can find a list of places where games design courses are on offer.

Of course, we look for people who are really into games, and passionate about creating environments/levels/characters. Working in a games company is fun but its not all playing games. The hours can be long and at mastering your weekends can also be pretty busy! Having a passion for it is just as important, especially when you have to devote a lot of time and effort to a project, so be prepared!

I hope some of this helps, and I wish you lots of luck in pursuing your goal.

Interview with Peter Roe, Lead Tech Artist

Pete RoeHow long have you been at Bizarre, and what do you do?

I've been working at Bizarre for over three years now. I'm a Lead Technical artist; My job involves working with the artists and programmers to develop tools and ideas for making our games look as good as possible.

What did you do before joining Bizarre?

Before working at Bizarre I was a student (read: dosser) at Cumbria Institute of Arts where I ended up with a degree in Multimedia Design and Digital Animation.

What made you want to work in the games industry?

I like the idea of creating stuff for an interactive medium; having people interact with the art we create is a fascinating concept.

What experience/qualifications did you have before you joined Bizarre?

I had no games experience when I first joined Bizarre, other than that I loved playing them. In terms of qualifications, I went to college after doing my A levels and did an art foundation course before moving to Carlisle for my degree course. I'd always wanted to work with computer graphics, ever since seeing Jurassic Park at the cinema when I was a nipper. Since working at Bizarre though I've gained so much more experience and understanding of the games industry; more than anything you can learn from a book or a university.

What's the rest of the Gotham team like to work with?

The rest of the Gotham team are brilliant. They all know what they are doing, and they all love computer games, so there's a real passion in the work that we make. We're like an extended family; ugly, unhygienic and slightly deranged, but lovable all the same.

What's your average day like?

I get into work at 10 o'clock, have a cuppa and check my email, then I normally wake up. The day's are currently filled with meetings and brainstorming ideas. At lunch, we usually congregate in the kitchen and rest area, where we can eat our lunch, lounge about on the sofas doing nothing or play some SNK vs. CAPCOM on the arcade cabinet. It's a really stressful job...

What the best thing about working at Bizarre?

The chance of working with some of the brightest and creative minds in the business. Everyone at Bizarre is passionate about making games and they're also a bloody friendly bunch too.

And the worst?

It does get hard during crunch time and you can work a lot of long hours and some weekends. However, Bizarre make it very easy for you by making you breakfast and tea so it's not all doom and gloom!

Any tips for aspiring game artists?

I'd say to anyone who was interested in making computer games: get practicing. The more you learn, the better position you will be in. Get drawing, get painting, get modelling, texturing, rendering, get playing; don't be too worried about formal education; you don't need a degree to work in this industry; you just need passion and a bit of talent. Be aware though, it's not easy, and there are tough times at Bizarre where we work long and hard hours. The results are well worth it. Good luck...