I've worked in the game industry since I graduated from high school in 1993, but concept art has always been tangential to my core work duties. I pushed pixels back in the Deluxe Paint days, built 3D models for Starfleet Command II, and wrestled with Microsoft Project documents as an art director for at least two projects that never made it to the shelves. Still, my heart has always been in drawing—perhaps not surprisingly, my childhood art gods were Moebius, Geoff Darrow, Arthur Rackham, and Bill Stout. I've always felt slightly guilty about getting paid to do this sort of art—how could something so fun be worth actual money? Come to think of it, I need to remember to check the classifieds for professional tiramisu-tasting positions.
Fortunately, after three years in the wilderness (the last of which was spent teaching English to Korean office workers), I've finally found my way back to the fold. This month I began my first dedicated full-time concept job, at Gas Powered Games. I'm really looking forward to learning new techniques and technologies (I just got my first Wacom tablet for Christmas). It's been tough: I draw slowly, my style isn't exactly the industry favorite, and I've been out of the art-saddle for a long time. Still, I'm hoping a newer, better artist emerges from the crucible of this hyper-creative environment.
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