The difference between concept art for Games or Film.
Tuesday, January 17, 2012 at 12:59PM I have had some wonderful luck (opportunity) to work on both film and games as a concept artist. Here is the difference from my perspective as a remote location guy.
Thinking about concept art'ing for Film?
Film is less forgiving. An error in time management or networking can spell the end for a lot of potential projects. Time lines are shorter, schedules are tighter, and turnaround is quicker. The opportunity for revision is fleeting. Projects are measured by hours, days or maybe on the rare occasion weeks, rather than months. Risk is higher in this case. You need to nail the piece in three rounds and deliver a great value or expect to 'miss' the call next time. ..that said, the reward is higher than working in games, and more quickly turned around. Pay for a good film project ranges to 50-100% higher than games, and you will see your work on screen much faster than you will see results of your preproduction on game shelves. Usually remote guys are brought in to fill project gaps, and usually that happens during the crunch of the project end. Expect that the 'big studios' or the union gigs to be rare so make the most of each as they arrive. These projects can cherry pick the industry and people will gladly re-locate to collaborate with well known directors, art directors, and scripts. Remote folks are the last to arrive and the first to go, so make the most of every moment. Film artists are widely held in high regard.. Noteriety is possible to achieve and in the long run can present more opportunity to cherry pick concept art jobs.
Thinking about concept art'ing for Games?
Games offer wide breadth of design opportunities. Usually, the vision is wider, and once the key image is established there are many more moments of discovery available. Compared to film, which often brings you to perform a specific and exacting reproduction of the directors vision. Personally, I find concepting for the interactive industry more relaxing. Sheer waves of asset generation and environment generation will offer a lot of ways to improve, discover, and mature as an artist. It will also allow you to discover the projects vision over the course of a couple tasks rather than have to nail it on the very first image. Project cycles range longer and getting in a pre-production spot can keep you busy for a good while. Games are also more remote savvy, they are not thrown by using tools like dropbox, hipchat, skype, and file sharing.. Generally projects leads in games are more informed about working remote and less inclined to need to see your face while you paint. Pay in games is pretty tight, but it's a bit more regular. The industry does not rely on remote guys as a stopgap measure, so they don't have to pay a premium for overnight work with 2 hours notice. Game studios seem to embrace the model especially for their more visible art work. Expect artists with a lot of notoriety to appear as regulars as pitch pieces, or marketing pieces are needed.
In my opinion, a well rounded remote artist should try to work, and be well geared for both industies. Film is a great test to see how you perform under pressure and widely varying circumstances on individual tasks. Games is a great way to really dig into discovering how you would concept an entire fleet of ideas with wide set collaboration.
-cheers