Hey guys,
I’m still a “young” tech artist, only 2.5 years experience, but in my opinion I’ve accomplished quite a bit and proven myself in all the nightmare scenarios you run into in this business, and my employers seem to agree.
…yet I still feel ridiculously underqualified when I read the laundry list of requirements for tech art job postings.
There’s one I have my eye on right now, you could certainly say it’s one of my “dream” companies and the job description actually sounds like something I am more than capable of. There ARE knowledge gaps right now, however, so this is where I’d like to ask for your advice.
I’m coming from the mobile space, so obviously not a lot of realtime 3d, physics, or console experience. This job I’m looking at (and, really, most job listings) specify a WIDE range of expertise and preferably in the console realm. This includes tools, rigging, animation, shaders, particles, general pipeline optimization… the “shotgun” approach to job postings!
My experience has been 90% in tools (Maxscript) and generally putting out fires as they arise in the pipeline and coming up with creative solutions to getting that extra 100 KB we need, or knowing when to use sprites vs particle for an animation, documentation, etc etc… but I don’t quite fit the bill for this job posting I’m seeing, at least not at this very moment.
But I truly absolutely 100% believe that I am capable of doing the job and rapidly filling in those gaps in my skillset… hell, if I wasn’t able to do this, I would never have lasted at my current job.
So do I apply anyway? And hope that the work I’ve done speaks for itself and shows them I’m capable of filling this role? Or will my resume be laughed at and tossed out immediately when they see I’m missing X, Y, or Z?