What do you enjoy most about being a Technical Artist?
The thing I enjoy most is being able to get involved with both the technical and artistic side of development.
As a technical artist, I get to be more of a generalist rather than having to choose either a very technical or very artistic role. I can work on multiple aspects within the game production process: it’s an incredibly varied job and that’s always motivating. Also, people love you when your tools and documentation make their lives easier!
What’s the most challenging part of your role?
I think the most challenging part of being a technical artist is also the most interesting and rewarding part: due to the many facets of the role, and the rapid rate at which game technology is evolving, “Technical Art” has become a catch-all term for a million different things.
It can be challenging to live up to these expectations as a technical artist. I need to constantly learn new things and adapt to new situations – it’s important to get on top of the latest developments in art and programming tools. Being the bridge between art and code, I really need to be proficient at both to handle the delicate balancing act between visual fidelity and performance.
What does a typical day look like as a technical artist at Hutch Games?
There really is no typical day as a technical artist at Hutch Games – it varies day on day depending on what the project needs, but I often start the day with a review of the progress of my tasks, along with a team catch-up so we’re clear about what the priorities are and what potential issues might come up.
After that, I might be working on some shaders, UI, VFX, tools for the art team to speed up their workflow, writing documentation and guides, optimising the game’s performance, or troubleshooting and resolving visual issues in the game (that’s a lot now that I write it out).
My day often ends with checking my inbox to catch up on the emails that I’ve missed throughout the day!