Joe Shoopack
Interview - Nov. 1, 2013
Quick Bio
Joe Shoopack is Director of Artistic Development for Sony Online
Entertainment Studios
located in San Diego and Austin.
He works to
facilitate solutions and maintain high art quality standards for all SOE
titles, works with outsource partners domestic and overseas. He works with
academic programs in a mentoring and advisory capacity and helps define career
paths for artists within SOE. Shoopack has developed Massively Multiplayer
Online games and single player games since 1988 on platforms ranging from the
PS3 back to Atari 7800. He has worked with Sony since 1997. He holds a BFA in illustration from Brigham
Young University and
has shipped over 50 game titles. (wikipedia)
Past work: http://shoopack.wordpress.com/
Change isn’t necessarily bad
When he started, they were using technology that today is
entirely nonexistent. 8x8 bitmaps and
tiling were all the rage in the era of the Sega Genesis and Dreamcast, but have
now gone the way of the dinosaur. The
market has drastically changed over the years, but there is always a need for
concept artists in gaming. It is very
much a separate classification from modeling and rendering in the production
process, although 3D modeling is certainly more applicable to concept artists’
work.
Large companies can afford to develop a more segmented
division of labor while small companies are more open to hire an “everyman”
artist.
Grow with Technology
It’s important to get exposure to different disciplines, but
its best to focus on things that still pertain to the sphere of concept work like
texture mapping and zbrush sculpting.
Zbrush and mudbox are good transitional programs that appeal more to the
traditionally trained artists (a lot like sculpey)
That being said, paper’s been dead to most studios for at
least 5 years now, so getting comfortable sketching directly onto digital
devices is vital to staying up to date.
I’m personally not an avid gamer, but in order to provide
art with a real sense of direction, you have to put in time for research. That’ll be a tough sell for my wife.
The Game Industry
Overtime isn’t as bad anymore, even large multimillion
conglomerates are more sensitive today than they were 20 or 30 years ago. Some companies, when they are forced to
overwork their artists, offer some form of compensation, profit sharing,
etc. In the 80s it was considered a
“badge of courage” to push through weeks of sleep deprivation, but today’s game
studios, like film studios, are abandoning the antiquated employment model of
big hiring, working for years on game development, and then mass layoffs once
the game is released for a more amiable contract basis.
People don’t spend their career at one company anymore, game
artists are more nomadic nowadays. This
means that to stay ahead of the curve, artists need to constantly reinvent
themselves, stay up to date on developments in the industry by researching
sites like Kataku and Gamasutra.
If you want a steady paycheck, you can’t find the same kind
of long-term security in gaming as you would necessarily in another field. Contract work is favored now by most
companies, but layoffs still exist in other companies in other fields. Willingness to work, vigilance in maintaining
industry insight, and of course an impressive portfolio that displays your
talent are your best keys to getting – and staying hired in the gaming
industry.
Anatomy of a Good Concept Portfolio:
·
More traditional, painterly mood pieces.
·
Functional
concept art (i.e. - side characters with full 3D views to serve modellers)
·
Architecture
samples
·
Style
Guides on Cultures/Races
·
Definite visual
motifs to get general direction
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