11 October 2005

Working So Others Can Play: Jobs in Video Game Development
Part 2: Artists and Sound Designers

by Olivia Crosby, contributing editor to Occupation Outlook Quarterly

(If you missed Part 1, click here)

Artists
Nothing grabs a player's attention faster than the images on the screen. Artists create those graphics. During the concept stages of development, concept artists draw sketches and storyboards to illustrate and embellish the designers' ideas. Artists later create all the artwork the design document calls for, including creatures, settings, vehicles, and icons. All artists work under the direction of an artistic lead.

Video games are either two or three dimensions or a combination of both. In a 2-D game, artists draw images on paper and scan them into the computer. In a 3-D game, artists build images within the computer. Most new games have 3-D components.

There are three main types of 3-D artists: Character artists and animators, background modelers, and texture artists.

Character artist and animator. Character artists design and build creatures, including the one the player becomes. Animators make those creatures move. Sometimes, the same person does both tasks.

Character artists begin by sketching the creature on paper or a white board. "We try to make the game look the way the designers intend," says Riley, a former lead character artist at Bethesda Softworks in Rockville, Maryland. "But at the same time, we have a tremendous amount of creative freedom."

When they have completed the creature's basic design, artists build it within the computer, using modeling software. They start with simple shapes, called primitive polygons. They twist, stretch, and combine the polygons until they have a skeleton covered with a wire mesh. As Riley describes it, "We sculpt with digital clay."

The character looks like a figure made of chicken wire. Then, the artist covers the character's mesh with a virtual skin and adds color.

Making static creatures and objects move is an animator's job. "I'm given a scene and told what my character has to do, who it will interact with, and where it is in the story," says Angie Jones, an animator at Oddworld Inhabitants.

When making an action sequence, she positions the creature by moving the bones within its mesh. She sets up key poses, and the computer fills in the others according to a formula Jones selects.

Animators often use real-world creatures as guides to create natural-looking movement. Animals make good guides; game creatures are often patterned after ostriches or horses. But people are important models, too. "Understanding human anatomy is important, even if your creatures aren't all that human," says Jones. "You have to be sure you're moving the muscles in a realistic way."

Animation is more than creating natural motion, though. It takes skill in dramatics. Using facial expressions and body language, animators imbue characters with personalities, says Jones. "If I'm working on a scene with a lot of dialogue, I play the recording track many times. I'm listening for the words and inflections. I want to understand the emotions behind the movement in the scene."

Animators create two kinds of action sequences: cut scenes, the short movies that play at predetermined times in the game, and player-controlled action, such as running, jumping, or talking. During cut scenes, animators can make the action as detailed and complicated as they'd like. But when the player is in control, the animator is more constrained: the player must be able to produce most movements with a joystick, button, or menu selection.

Two techniques for creating and animating objects combine computer graphics with real-world elements. In one technique, artists and production technicians build fiberglass or clay sculptures and scan them into the computer. The computer translates the data from the scan into a digital model. The model is then painted and animated in the computer.

In the other technique, developers use actors along with animators to create some action sequences. Actors perform motions with sensors attached to their bodies. The sensors record their positions. Artists use the data to animate computer characters. This motion-capture method is most often used in sports games.

Background artist or modeler. When players find themselves on alien planets, theme parks, football stadiums, or other settings, they have background artists to thank for the view.

Background artists, sometimes called modelers, create video game settings. "I'm building playgrounds for the characters," says Michael Kirkbridge, a background artist at Bethesda Softworks. "We draw and construct environments to the design team's specifications. Background artists work hand in hand with the level designer to create environments that fit the game."

Background artists begin by making sketches of the background suggested in the design document. Then, they draft an accurately proportioned version on graph paper. "The scale has to be correct," says Kirkbridge. "Otherwise, you could make a structure too large or too small for the size of the characters." Once they are satisfied with the drawings, artists mold the environment shape by shape, using the computer as a virtual movie set.

For example, artists creating a laboratory might use rectangles to form the walls, ceiling, windows, and doors; then shape circles and cylinders into counters, stools, and sinks; and, finally, add any objects players will be able to pick up, such as test tubes, calculators, or fire extinguishers. A player would be able to walk around furniture and move through the lab in any direction.

Then, the artists add fill lights or spotlights to cast pools of brightness and shadow over the environment. They adjust the color and intensity of the lights to evoke a particular mood or time of day.

With 2-D games, backgrounds are not built within the computer. They are sketched with pen and paper, scanned into the computer, and colored. Each setting is drawn many times to capture different perspectives and fields of view.

Texture artist. These artists add detail to the surfaces of 3-D art. By adding texture to a wall, for example, they make it look like brick, plaster, or stone. They might make a creature's eyes shiny and wet and its cheeks matte like skin.

Texture artists take a photograph or paint a picture of a surface they need. Then, they scan it into the computer. Finally, they wrap the picture around the object in a process called texture mapping.

Some surface art requires detailed painting. For example, paintings of circuit boards or computer keyboards can be draped onto flat ledges.

All game artists have to contend with the technical constraints imposed by arcade machines, consoles, and personal computers. These playback devices have limited memory and processing power. Each element of the game is competing for a piece of memory and power.

When the image on the screen changes, the game software retrieves data from its database and redraws the image. This takes time. The more complicated the image, the more time it takes to render. To cope, game artists try to use the fewest possible polygons. They want to fool the eye into seeing more detail than is actually there.

Skills and training. Game artists need a visual imagination. They find inspiration by observing nature; studying movies, comics, and fine art; and experimenting with new ideas.

Game artists must also be able to apply basic math concepts, especially when working on 3-D games. "When you add a third axis, you really have to understand geometry," says Jones.

Artists working in 3-D should know how to use modeling and animating software and should be able to teach themselves new features and techniques. Ability to communicate with programmers is another must.

Most people in these occupations have formal training in fine arts or art-related subjects, such as animation or industrial design. They study drawing, painting, color theory, sculpture, and graphic design. Those with bachelor’s degrees are usually more likely to be hired. "It is very important to get a traditional education in the arts," says Jones. "The degree of artistic skill required is rising." With each new game, players expect better art.

Earnings. BLS data show the average annual salary for artists across all industries is $34,360. BLS does not collect earnings data specifically for video game artists and animators.

According to the Digital and Multimedia Occupational Guide published by the California Employment Development Department, multimedia artists and animators earned between $25,000 and $75,000 annually in 1995; art directors earned between $30,000 and $100,000. A survey taken at the 1999 Computer Game Developers Association conference found that 3-D artists with at least 1 year of experience earned an average of $59,211 in 1998. Animators earned more.

Sound designers
Sound designers compose the music and sound in a game. Without them, creaky doors, squealing tires, and roaring dinosaurs would be silent. And their musical compositions intensify the player’s experiences. "I like taking a product that already looks good and adding some extra excitement," says Andy Frazzier, a freelance sound designer in Boston. "Sound draws players in and makes games more real."

Sound designers work closely with the game designers. Game designers describe the mood they want, often citing movie scores or popular musicians. The sound designer uses these analogies to discover what the designer wants.

Video game music should mesh with setting and plot. "I always have to consider where the player is in the story and how the music will affect his or her mood," says Frazzier. He uses musical techniques to evoke emotions.

For Stephen Rippy, music director at Ensemble Studios in Dallas, composing appropriate music begins with research. "All of our games are based in history," he says. "The settings are civilizations that actually existed, so the first thing I do is research the period. If the game takes place in medieval Japan, I go find music from that setting."

Unlike movie composers, sound designers don't know what the characters will be doing as the music plays. Their music has to be simpler than movie scores because it should not interfere with dialogue or action noises.

Rippy and Frazzier both compose music using a keyboard attached to a computer. With the keyboard, they simulate instruments. They command one-piece orchestras.

Sound designers also create sound effects. They add ambient noise, such as a chirping forest creatures, dripping faucets, and distant conversation. Other sounds are triggered by an event, such as the swoosh of a basketball as it falls through the net.

Sound designers are given a list of sounds the game needs. They construct each effect by modifying an existing sound from a CD library or by finding and recording the sound themselves.

An important part of the job is to find creative ways to make sound. To produce the twang of a catapult, for example, Rippy laid a ruler across the edge of a table and hit it. An engineer recorded the noise, and Rippy edited it using computer software.

Sound designers edit almost every sound they use: they might lower a pitch, add an echo, loop the sound to make it longer, or mix it with other sounds.

They balance realism with the entertainment value of exaggeration, routinely sweetening natural sounds for dramatic effect.

When choosing noises, sound designers also have to be aware of the game-playing environment. When designing for arcades, for example, they make effects loud and simple. For a home system, sounds can be more complex.

Skills and training. Sound designers should be musically creative. They spend time listening to all types of music and usually learn to play at least one instrument.

Training in audio engineering also is helpful because sound designers mix and record sounds and dialogue. Some technical schools and community colleges provide formal training, but most sound designers learn audio engineering skills on the job.

Sound designers also need to learn the basics of computer hardware and software to predict how their compositions will sound to the player. Some arcade speakers, for example, distort certain pitches and tones.

Many sound designers have a bachelor's degree in music. They study music theory and composition. Some have education in film scoring.

Earnings. BLS has no data on sound designers. Many sound designers are contract workers who charge a fee for every minute of music they complete. A few receive royalties if the soundtrack is released as a separate CD or as part of a television score. Job search agency surveys show experienced composers earn from $45,000 to $70,000 annually.

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