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Evolution of Art Production in the Video Game Industry - We've Got Game

"In 1989, the silicon baby started growing into a monster. The consumer was gobbling up hardware and software faster than companies could churn them out. Like every company in the industry, developers were desperate to find good people; good talented people. If you had any art experience, digital experience or even if you've ever been in the same room with a computer, you were as good as hired. Conversely, employers began to bend over backwards to keep good people; stock options, training, bonuses, raises…

Everyone in the digital Bay Area knew that at the slightest hint of dissatisfaction, your experienced staff would walk across the street to one of your competitors.

Ah-those were the days."

Creative Director Wes Jenkins retells the evolution of art production in the digital industry. His story starts from the very beginning, back when programmers, engineers and digit heads naively believed they could do an artist's job, to what the video game industry is doing now, after developers finally realized that programmers should program and (professional and trained) creatives should create. Jenkins then offer tips on how to get a job in the field of video games.

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