Statistics are not easily available at that level of granularity. Even the Game Developer Salary Survey only started splitting technical artists from the rest of the profession in the last couple of years (as you can see, they lumped TA’s in with leads, which implies about a 15-20% premium over a regular artists salary) The survey definitely shows how big the spread is for different levels of experience - easily 2X for people in the 10 years of experience bracket.
In the US, the entry level art job market starts around $50,000 per year for larger employers; startups and small studios typically pay less. That is generally higher than similar jobs in Europe; I seem to recall that an entry level artist job in the UK equated to around $39,000 USD but I can’t find the reference so don’t treat that as certainty. There are of course significant differences in different countries – health care is a big competitive bidding thing here, but not so much over there, for example; very few US devs work on hourly salary (so, no overtime), and so on.
One thing you can try to find out his how the company imagines it pays compared to the industry - they may be willing to say “we pay in the 75th percentile” which means they generally pay above average wages. Not all companies will give out that information freely. Can’t hurt to ask.
As for pre-interview contacts: they are fairly common, particularly when the job is fairly technical. The actually technical people’s time is usually quite limited, so it’s common to have a producer or human resources person try to screen applicants and eliminate people who have no chance anyway before passing them along to working developers who will try to evaluate their real skills and so on. The first-pass screeners can usually turn people down, but typically don’t have the authority to actually hire without some input from technical specialists. If you do really well – or more likely, if you do really well and happen to fit quite closely the template that they are trying to match – you may get forwarded on to a real interview right away. If not, you generally go into the a pool of applicants which they will work through starting with their most promising people first.
The main lesson here is not to try too hard to predict what will happen. There are a lot of variables in that process – a team may be eager to fill a job soon but the studio management doesn’t actually have approval to spend the money yet; or perhaps they may be too picky in the early stages of a project and less picky later when time is short – and many of the variables don’t reflect much on you as a candidate. It’s best not to take it personally