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🧵 Untitled Thread

Anonymous No. 857730

Is it reasonable to feel dissapointed about this industry?
everywhere i look seems like a very miserable industry and I don't know if I made the right decision spending years on this.
i have yet to make any money with 3d so i don't know if i'm being overtly cynical about it, but everywhere i look it's either full of crazies or talented people who
seem to be also always looking for work or simply not doing well.

take for instance india doing a ton of work for major AAA studios, they outsource all this workload to india as it's probably way cheaper than paying a local artist.
the way it looks, in the future all work will go to india and major studios will only have minimal staff, look at studios like DNeg, mumbai, or outsourcing studios
like little red zombies.

this might not seem like a big deal to some, but in all honesty who would like to be sorrounded by indians and living in their nasty smelly cities for subpar pay?.
maybe I should have become a programmer instead, but the situation in that industry doesn't seem all that different either.

Anonymous No. 857732

>>857730
even big names like Allan Mckay regret going into this industry,

Anonymous No. 857738

Welcome to capitalism. I don't think it's all doom and gloom, this isn't the only skilled industry that jobs are hard to come by, you need to work at it and land the job you want, trouble is it's not often that people leave once they land the job, and this is also an industry where a guy with no schooling can turn up and land a job so competition is tough. Hell companies have been using sites like turbosquid for years getting assets on the cheap. only thing you can do about outsourcing taking jobs is become multi skilled, add another feather to your hat, it is what it is, everyone knows this going in, it's not like you didn't.

Anonymous No. 857743

>>857730
There are outsourcing western studios as well, ya know. They pay better and have nice very talented people.

But yeah, a lot of shit gets outsourced, while they work on more complex hero stuff inhouse. So far all the art directors and concept artists have been doing barebones work with minimal artistic vision, so I have some freedom to add some story to assets. It’s usually “here’s a chair and the first google image result I found, good luck”.

B4 i thought more love was put into every asset in games and movies, but I guess not. That made me realize I’d probably a pain in the ass of an art director some day because I’m super nitpicky in comparison.

And yeah, sometimes they just buy things from turbosquid instead.

Idk, I’m still relatively new to the industry and have certain goals I want to achieve, but I don’t see myself in it forever nor does the future look too bright. I could have went into webdev instead which might have been a much better choice, but I hate that field, at least I love doing this and also getting recognition more and more as I build my personal projects. I had 0 incentive in webdev, couldn’t care less about apps and websites even though I have skills.

Anonymous No. 857747

Art is fucking dead in the west. Even in my small ass town every local business switched to canva and just do everything themselves. Globalization + AI = death of the individual.

Anonymous No. 857749

>>857747
>Art is fucking dead in the west.

It's the exact opposite, there is so much artistry on display you don't even notice it anymore.
Everything is accumulated and redistributed thru the internet so you are inundated with art all the time.
Being exposed to great artwork is no longer an event it is expected.

The failure is not a failure of art but a failure of what art gets financed and for what purpose.

Anonymous No. 857756

>>857730
maybe you're just not being challenged enough and would like to be the one making important decisions instead. who knows you might climb the ladder in a few more years and change your opinion

Anonymous No. 857785

It's work, just like any other brand of work. You're better off just marketing directly to the consumer nowadays. Anyone can make a feature film with a good enough team. If you want more money, but a less fulfilling life- go studio. If you want more freedom, but a bit less money- go Indie

Anonymous No. 857807

>>857730
If you're a student, then just do it and don't give a fuck about what things might seem like. But if you're already a pro so to speak and feel disappointed, then don't do it. Become a programmer like you said and maybe do 3D stuff on the side and keep those skills in case you need them somewhere.

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Anonymous No. 857827

>>857730
the point of 3d is do make personal projects, make indies, or just as a hobby.

never work for big studios, they will drain the life out of you and if you do, only stay for a year just for the experience

if you really want to work in the industry, become a manager/supervisor

be really good at talking to people, talking about the work, makers are modern day slaves that can be replaced within seconds

>>lol artists

Anonymous No. 857856

>>857730
welcome to the consoom market , make stuff that you like, 3D has a lot of applications, not just entertainment

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Anonymous No. 857871

To work in-house at a game company it's important to have a strong artistic skills, a good eye, good communication skills and understand the software and pipeline.

Most important is your ability to work in a team, to communicate with other artists/designers where your work overlaps and work towards a common goal.

If ALL you want to do is make art then go to an outsourcing house or freelance. If you work in a studio you should expect to contribute as a game dev and not just make pretty assets.

Anonymous No. 857873

>>857871
This, I work in outsource and it definitely does end up being kinda boring, you just grind out the assets, that’s it. Usually minimal communication with your lead and the oursource director, especially if you’re actually good at it so they rarely require additional fixes etc.

It’s basically - create a prop - “I love it, looks good!” - start working on another prop - repeat.

Anonymous No. 857902

>>857871
Dutch-American Immigrant and oldfag here. Who gives a shit about "major" game studios in this day and age? I've been through the corporate grind, from a four man garage company in 1988 to working at the Los Angeles branch of EA and others. Studio environments are seriously fucked and nothing but creativity-stifling poison to the mind. You are no artist in this environment, you are a brain dead machine.
Nothing good & nothing of value comes from this cursed industry.

Anonymous No. 857933

>>857902
This makes me feel slightly better for missing some opportunities at some huge studios. But damn it... The CV would look good after that, right? That's my biggest regret. I don't care about the prestige of working on some big tribble ayy bibeo gane every gamer is obsessed with - but being able to say you worked there and flexing on others with that experience is nice. That's the only reason why I may still choose to work in that environment one day.

Anonymous No. 857968

>>857902
yeah but that's the only chance many of us have to actually make some money, at least for a few years before freelancing becomes viable.

Anonymous No. 857991

>>857968
There are plenty of people who started their careers as freelancers working for outsourcing studios, including me. It isn’t necessary to first get a job in a big studio. But then again at that point I already had years of hobbyist experience so I wasn’t exactly clueless, while you might want to get a job much earlier and then learn on the job.

Anonymous No. 858070

>>857902

There are definite downsides but I'm enjoying it so far. I like working as a large team and seeing huge and ambitions projects come together.

The worst part for me is the mechanics of making a modern AAA game. The talk to battle/season pass, MTX and store stuff makes my eyes roll back into my head. I'm sick of hearing the word "content".

Anonymous No. 858081

>>857991
>There are plenty of people who started their careers as freelancers working for outsourcing studios, including me.
any quick tips for starting down this path? you mean online, or offline studios? how did you introduce yourself to them?

Anonymous No. 858106

>>857730
It needs a union.

Anonymous No. 858112

>>858081
Full remote (so online), they found me on artstation, I only had a couple of environments, that's pretty much it. Quick tip is to git gud and focus on props I'd say. I still make scenes and short films for my personal projects / portfolio, but these outsourcing studios mostly do props. But then again, they sometimes make full scenes for clients or marketplaces, so it's good to know how to build full environments in Unreal as well. But most of the artists are focused purely on props.

Git gud at texturing, learn about projection painting and stencils, these are very important.

Anonymous No. 858130

>>858112
thanks. I definitely need to work on making an attractive, or at least decent, portfolio

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Anonymous No. 858135

>>857730
>Is it reasonable to feel disappointed about this industry?
This industry is pretty bad because 3d is fun and creative and artistic and the capitalists will abuse the shit out of you because of it. So many of you are so desperate to get in the door that you will do whatever they say. Work for free, work for a demo real piece, work for minimum wage. As long as you let them they will abuse you. Its reasonable to feel disappointed about late-stage capitalism in general. We all came in at the end and we are fighting for table scraps. If you can, just get out before you start hating 3d. Your love and passion is more important than letting them make you hate it.

Anonymous No. 858177

>>858135
t. ngmi

Anonymous No. 858190

>>857749
>there is so much artistry on display

And most of it is garbage, pure marketing products.