How to Work with a Technical Artist in Creative Production
TL;DR / Intro (10 mins)
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What is a Technical Artist?
- A Technical Artist bridges art and technology in game development, XR, and 3D projects. They optimize visual and interactive elements, handle shader development, asset integration, performance optimization, scripting, and lighting.
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Common Tasks:
- Shader Development
- Asset Integration
- Performance Optimization
- Scripting
- Lighting and Rendering
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Misconceptions:
- Not primarily responsible for creating core art assets.
- Not full-fledged game programmers but focus on art workflows and integration.
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Industry Names:
- Technical Artist
- Shader Artist
- Technical Director
- Technical Animator
- Tools Developer
- Art Engineer
Required Resources and Tools (5 mins)
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Software Packages:
- 3D Modeling and Animation Software
- Game Engines
- Shader Development Tools
- Code Editors
- VFX Software
- Rigging and Animation Tools
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Enforcement of Software:
- Depends on project goals and team expertise. Standardized tools ensure consistency.
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Licensing or Cost Requirements:
- Costs vary; some tools are free/low-cost like Blender or ShaderToy.
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Hardware Requirements:
- Modern multi-core processor, dedicated graphics card, 16GB+ RAM.
Deliverables and Time Estimation (15 mins)
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Organizational Tools:
- Jira, Trello, Version Control Systems for managing tasks and assets.
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Timeframes:
- Impossibly short: Creating complex shaders within a day.
- Too long: Weeks-long projects with limited skill diversity.
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Pivoting Difficulty:
- Easier in planning/prototyping phases; harder in later stages.
Giving Instructions and Feedback (15 mins)
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Instructions Needed:
- Visual references, technical constraints, performance targets.
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Feedback Level:
- High-level in planning, technical/artistic in production, artistic quality in final review.
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Feedback Format:
- Written feedback for quick sharing and reflection.
Traits of High-Quality Work
- Technical Proficiency
- Problem-Solving Skills
- Detail-Oriented
- Adaptability
Traits of Sloppy, Rushed Work
- Lack of attention to detail
- Poor Optimization
- Broken or Unusable Tools
- Lack of Testing
Best Practices for Collaboration (15 mins)
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Problem-Solving:
- Assets integration issues, shader artifacts, performance problems, rigging deformations.
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Who Should Fix Them:
- Technical Artists, developers, or specialists depending on the issue.
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Vocabulary for PMs:
- Shaders, Rigging, Pipeline, Texture Compression, Render Pipeline, GPU.