In my first blog post for this project I stated:
"my perspective, lighting, digital painting,anatomy, environment art and ability to create artwork of quality in a short period of time – are all no where near where I want them to be. I'm going to have to really push myself this year if I want to achieve a professional level by the time I graduate."
My goal was for my art to be at a professional level by the time I graduate. I feel I've achieved this - to an extent.
During semester one I made sure I was constantly improving on my art fundamentals via daily observational drawing and timed life drawing sessions which not only helped improve my environment and anatomy skills but also helped me to train myself to draw greater quality in shorter time periods. I do however wish I'd dedicated more time to developing my perspective and lighting abilities as, though I feel they have improved through the occasional study, I feel they have not developed as rapidly as my other fundamentals this year.
My 2D asset creation skills have also certainly developed over the course of the year. I feel confident in working in a variety of art styles which is an extremely important skill for a junior game artist to have as they will likely be working under an in-house style developed by a company's art director. The speed of which I create such assets has also drastically improved without having to sacrifice quality. This is also an incredibly important skill to have due to the tight time constraints of a game art pipeline. My animation skills have also improved significantly which was an area I felt I was severely lacking in. Our Global Game Jam game, Revenent - which I worked on as a character animator- was even nominated for this year's BAFTA New Talent Award!
However, as I am currently finding out through the joys of job hunting, it is extremely difficult to land a job as a games artist without examples of 3D asset creation in your portfolio. Despite this, I don't regret dedicating this year to developing my 2D skillset as I feel the improvements I have made have made in this field have been worth it and I'm quite happy to dedicate my post-graduation time to improving my skills in 3D software.
I should also note that, though I didn't state it as a goal at the beginning of the year, I've seen a lot of improvement in my technical and game design abilities. Though I worked with a programmer on the project I took responsibility for optimising the art assets, implementing scenes and setting up the general framework for the game. I'm in no way ready to go off and make games by myself (and to be honest I love being part of a team too much to do that anyway) but I'd like to think that this experience will aid me in becoming a much more efficient developer as I believe it is important to have at least a basic understanding of the workload of your team members for collaboration to be really efficient. I also learned a lot about game design, have a solid grasp of its basic fundamentals, I now appreciate how challenging it can be to get across ideas to other disciplines and fully understand how important it is in the creation of engaging experiences - No matter how pretty an art style is, without some level of agency in a game world players will lose interest quickly. I didn't anticipate just how much code and design would contribute to the atmosphere of a game (you can't just stick some fog on top of a scene and call it spooky!) and I feel I have a much greater understanding and appreciation for these disciplines as a result.
My main regret in the project is not using Unity as opposed to GameMaker. Though Unity may have been arguably more difficult for an artist to fully grasp, it is a lot more industry standard than GameMaker and I feel I would have learned a lot more from a technical standpoint which as a result would have added to my employability.
Regardless, when I first came to Abertay University I had never even used a graphics tablet so I'd like to think I've came a long way in my time here. In four years I have experienced working under a variety of different game art roles, gained a lot more confidence in public speaking, experimented with a lot of different art styles, discovered my passion for game development and- thanks to the skills I have learned at university- have two shipped titles under my belt before even graduating. As an artist I still have a long way to go before I can really call myself successful and I know I will be constantly learning and improving my skillset throughout my entire career, however I am confident that I have the potential and determination to get there.