Quantcast
Viewing latest article 2
Browse Latest Browse All 51

Rare Life: Principal Environment Artist

It’s been a little while since our last run of staff profiles, as we were all wildly busy launching our first title for the Xbox One. But as we look ahead to what comes next and welcome more staff into the studio, we’re getting back showing you the people behind the games. Hopefully these will prove informative for those hoping to get into a particular line of work, but also entertaining enough to be worth a read for anyone interested in Rare or a general industry career.

In this edition: Dean Wilson, creator of some of the beautiful art that you find in-game. Ready? Draw!

Image may be NSFW.
Clik here to view.

Rare: What’s your background and how did you arrive at Rare?

Dean Wilson: I arrived at Rare ten years ago after accidentally stumbling across an interview invite from Rare in my email junk folder.

To explain… after a three-year stint at Teesside Uni I had found myself trying to put a portfolio together whilst doing bar work. Six months of dealing with Bacardi Breezer-swigging freshers and complaints about cold chips was enough, so I scrambled a heap of unfinished work onto a CD and sent it to Rare with blind optimism. To my surprise I got a reply a week later and was invited for an interview, which as I mentioned was only discovered when I was non-routinely checking my junk email. My golden ticket was due for deletion 24 hours later so it’s still a bit of a fluke I’m here really.

Having (shockingly) never played a Rare game other than GoldenEye prior to my interview (I grew up with Sega consoles back in t’ day), I had to get a crash course in so spent my nights ploughing through Conker and Banjo. Then, donning an ill-fitting suit, I somehow impressed the three-man panel of interviewers with my drive, passion and encyclopaedic knowledge of Rare games (ahem). I’ve been here ever since!

Have you found yourself doing the job you always thought you’d do?

And more so… the beauty of Rare is that you’re empowered to have maximum input on a project. No-one ever pointed at me and said ‘you will model levels’. In my time here I’ve done 3D modelling on many levels, texturing, lighting, concept art, mentoring, small nuggets of design work… I’ve dipped my toe into most things which is fantastic, so I would say I have done more than I expected to do.

What are your main responsibilities on the average game?

My main responsibility ultimately is to make sure that whatever the player sees on the screen looks incredibly pretty! Of course it’s a team effort but I have a part to play in that.

On the average game I tend to lend a hand at concept stage and help bring concept to reality in 3D where I produce the polished artwork you see in-game. My focus is on environments so that’s where my main responsibilities are.

Being a bit more senior now, I’m also responsible for making sure all the environment artwork hits a benchmark Rare quality and pulls together nicely. This is especially true on current gen where environments are so complex that there will be numerous people working on the same level. It’s tough work, but oh so rewarding.

Image may be NSFW.
Clik here to view.
Dean_1_sm2

Which Rare games have you worked on, and what’s been your biggest achievement?

First game I worked on was Kameo: Elements of Power, a launch title for the Xbox 360. I was chucked in at the deep end with that one as I joined during crunch and there was no mild introduction. I was given three levels to make plus a heap of props and ‘stage dressing’. It was incredibly nerve-wracking knowing that the stuff I was making would be in a game for the first time… an actual game that real people would be playing!

After Kameo I spent four years working with a slimmed-down team on numerous prototypes. Some of which were a lot more developed than others, but ultimately never got released. Some are known about and others remain little-known myths, but ultimately all sit somewhere in Rare’s rich history.

I then worked on the Kinect Sports ‘trilogy’. Each of these games was a massively different experience to work on but all were rewarding, fun and challenging in equal measure. With each game I got to work with a continuously evolving team of incredibly bright and talented people which was a pleasure.

Now, I’m working on… oops, can’t tell you (yet)!

What do you see as the top perk of working for Rare?

This is a very tough question as the ‘perks’ are endless really. I think the underlining fact is that at Rare every member of the team is incredibly well looked after on every level.

Of course getting the chance to work at a studio of such rich heritage, status and talent is a privilege in itself, it’s very hard to turn a blind eye to the awesome location (especially if you like wildlife and botany), the endless goodies, personal trainer, Christmas dinners, BBQs, gaming competitions, free T-shirts… I could go on!

Above all I have to say it’s the great people here, who are more like a big family than a group of random people thrown into a room with computers.

What do you find most exciting about your job?

I’d say coming into work every day knowing that your work will one day delight millions of people around the world, and be seen by millions more. It definitely helps drive you to achieve your best.

It’s also exciting when a member of the development team has their ‘eureka’ moment when they achieve something incredible. That (literally) game-changing moment…

What software and techniques do you think are important to an environment artist applying for a role?

I would say the most important thing to focus on is a high-quality piece of art as opposed to the tools used to make it. If a piece of work shows that the artist applying has exceptional ability, then the tools used are less important.

However I would say that a 3D package (Maya or 3DSmax) is paramount. Photoshop skills are also important but if beautiful textures have been created in another package it isn’t a deal-breaker. High-res 3D sculpting software is becoming a gradually more important skill, so Zbrush or Mudbox. Finally (but perhaps less crucially) is some game engine experience. So something like Unreal Engine is a good skill to have. Anything else that helps get the job done is a bonus!

Image may be NSFW.
Clik here to view.
Dean_3_sm

How would you describe your fellow workers in five words?

What? Just five words? LEGENDS!

(That was five words in total.)

Favourite Rare game, favourite game on an Xbox console and favourite game of all time?

Tough questions, these. Okay:

Rare game – Conker’s Bad Fur Day (I love the mucky humour and innuendo).
On Xbox – I’d say Rayman for sheer eye candy, Saints Row for being able to run around terrorising a city in your pants and Halo for those moments of online satisfaction/infuriation.
Of all time – I’m going to say Sonic 2 on the Megadrive (or Genesis if you’re American). Makes me all fuzzy and nostalgic and is still amazingly good fun!

Any good (printable) anecdotes or memories from within the walls of Rare?

Printable? No…

Actually, trying to get a cocktailed-up Peter Dickson (voiceover man on The X Factor as well as most things) to record a voicemail on my phone at the Kinect Sports: Season Two launch party deserves a mention.

In all honesty, after 10 years there are too many to mention without me getting a daily column.

What advice would you give to anyone thinking of applying for a role similar to yours?

I occasionally see portfolio work and get to meet aspiring students at universities and colleges. I always say to sell yourself by showing your very best work. I see many portfolios that are like Argos catalogues containing everything a person has produced. Be mindful that it’s the front cover that’s going to grab the attention of an employer so be smart and self-critical in what you choose to show, as it will represent you.

Also, it’s important to do your homework on who you are applying for and to align your portfolio to an art style that’s relevant. There’s nothing wrong with showing a diverse spectrum of work, but a studio renowned for colourful stylised adventure games might not want to see a portfolio full of gruesome zombies or burnt-out ruins, for example!

Image may be NSFW.
Clik here to view.

Check out the full Rare Life category to see everyone we’ve featured in past instalments!

Weighing up a career in the games biz? What roles would you like to see covered in future Rare Life columns? Drop us a line and let us know.


Viewing latest article 2
Browse Latest Browse All 51

Trending Articles