[QUOTE=Dreamline;3233]Hi guys,
My company asked me to put together a report on the role of technical artists and how they contribute to a production team. I started researching this by attending tech art sessions at GDC and by talking to some tech artists there at the conference. This was all a great start and eventually led me here.
Now I’m wondering if a few of you could give me an idea of what a typical day is like. Maybe it’d be easier to talk about a typical week or month or year? Maybe it’s easier to talk in terms of projects.
After reading the “Technical Artist job description at your company” thread, I’ve really come to understand how varied tech artist roles can be, so I’m interested in day-to-day examples.
Also, I’d be grateful to hear anything else you guys might want to throw out there. What kind of things would you talk about to both describe the role of TAs and also to sell, say management, on how valuable you are? Concrete examples of how time/money/headaches were saved would be particularly helpful.
Thanks!
Rob[/QUOTE]
The role of TA at my job has me doing so many tasks spanning multiple departments that I got the the TA team moved into its own team that is in charge of Tech Art for the company as a whole rather than just this one studio. This way I can see at a higher level what tasks my team needs to be focusing their time on and what tasks can wait.
Form day to day my tasks change with great frequency. One day I could be on collision work, the next day I could be fixing the character system the next day making adjustments to light maps and so on. I do so much over the life of the project that it would take me forever to list all of things that I do. Basically I am the go to guy if something in the art or design pipeline breaks or if something needs to be figured out, documented, and implemented.
While the role of a TA is going to be different at every company that has one the value is going to be the same. Having a good TA that can change gears quickly jumping back and forth between programs and tasks is literally worth their weight in gold.
For example, during outsourcing ( We are now done with it) I was going through the submitted meshes and I noticed that a lot of the meshes where using to many material ID’s (some had 9+) and/or where not pushing the max out of every single triangle in the mesh. After some further investigation I found out that no one had set limits for the outsourcing company on the max material and poly counts they could use.
So I set up some guidelines for the outsourcing company’s to follow based on some performance testing I had been doing at the time. So with the next batch of assets that needed to be made I added the guidelines and when the meshes arrived they where way lower poly than the previous ones and most used under 4 material ID’s.
It took me about a day(+ or - 8 hours) to get all the limits established but that saved us days of time as the buildings could just go in the game and be used as is no clean up required. I am not sure how much “money” was saved by doing this but I can tell you that it would have taken 2 or more artist about 2 weeks to get all the buildings material and triangle counts down.
A good TA that can where many hats is a must have on any size project. I have run into many artist that are smart enough to figure out why something is not working correctly and fix it. But the problem is that the artist simply don’t have the time or dedication it takes to properly test and document something making sure to cover all angles and a TA does have that time. Some of the tasks that I currently do can be done by an artist but by off loading those tasks to me it frees them up to move froward and get more done.
In closing I would have to say that hiring a TA to work on a project would greatly help that project get out the door faster and with less bugs. A TA’s value is hard to define as at each company the term value is defined differently but over all again I think that they are worth their weight in gold.