I’ve been a TA for 5 years, currently working on a mobile projects that has me in Unity 80% of the time and Maya 10%. Primarily working on C# code, occasional shader work, and general implementation of art odds and ends/ VFX’s. I started out doing rig, cloths sims, and ragdolls on a pc title for a year and a half before the studio transition to mobile. As the project pressure slows down I have some time allocated for training, but I have been struggling to pick a topic. What I would like to look into is not what the project’s needs. Just Looking for general advice or thoughts.
Project Development needs:
• Shaders: I know enough to read and edit them, but there are some core fundamentals that could be stronger.
• Unity 2018: Getting familiar with all new features and what could be useful for that art team going forward.
• C#: studying more C# best practices and coding patterns
• UI and 2D mastery: getting more familiar with unity UI systems
• Perf / Graphical engineering: my studio has been without a graphics engineer for a couple of years and tech art has been doing the best it can, while holding down other responsibilities.
Personal Development Options:
• Catching up to industry standers on rigging, (facial, muscle deformers, texture blending)
• Maya Tool development/ python training (QT, Maya API, Pipeline refinement) I’ve built a few but it has been a while.
• Unity Tool development: I built a few unity tools early on in the projects but production needs have kept me away from this area.
• Catching up on current industry standers of art production and pipeline (Zbrush, Substance, Houdini)
The problem with the “project development” options are I feel pulling me more away from tech artist and more into tech designer territory. I just feel like I’m falling behind industry standards due to prioritizing the project’s needs.
Thanks for reading and looking forward to replies and thoughts.