Where should I be looking for an entry level Technical Artist position?

Hi all,

I’m having great difficulty finding a Technical Art job that isn’t mid or senior level. Even some of the jobs I fulfilled all of the requirements for I was passed over for lack of experience (aka they were really looking for a mid-level candidate). I’ve been also applying to character riggers/TD positions, similar scenario. My current goal is to try and get my skills to that of a mid-level candidate, but this is taking time and I need something soon.

Is it practical to seek an entry level tech art position? I know that many enter a tech artist position from other professions. Should I stop building tech art skills and go for an Animator position or something similar? Are there positions in other industries that would be comparable to the skills of a tech artist - like an entry level java programmer or something similar?

I’m open to the fact that maybe I’m not even qualified for an entry level position yet (even though I’m very confident I am). If I can’t be a Technical Artist right out of college, that’s fine. I just need to make sure that the job I choose instead will enable me to become a Technical Artist later, because that’s what I am.

Please Help,
Eric

Hi Eric,

I suppose I have a little insight on this as I joined as a junior technical animator around half a year ago, and it was also my first industry job. I had, however prior to that, been an intern artist at another company for a summer period - though I’m not sure how much this was a factor in my getting the role!

I’d have to say, in my case, I was in the right place at the right time and I got very lucky in that way. Are you applying for positions that are posted or speculatively as well? Do you have the ability/finances to support yourself through an internship? Have you tried applying as a 3D generalist at smaller companies (like mobile or social game development) too? Are you looking to move, or stay in the area? There are lots of factors you can sacrifice to widen the pool. If you can’t see jobs going, and you’re not getting results - then that might be an indication that you need to change tactics. I suppose in my case, I had some supplementary skills outside of TA directly (with some traditional art classes/work, etc…) so it might be worth beefing up on another skill in your toolset to boost your portfolio and secure that first job.

I wish I could offer more advice than this. Feel free to PM me if you have any other questions.

A lot of TAs I know seem to have gotten into the TA role from another role within the same company. From past interviews I can confirm your experience though. You get the impression that companies would prefer to put seemingly over-qualified people into an open TA position. Then again if you break something an entire production might grind to a halt…so I guess better be safe than sorry.

I got into the TA position by being on a very new project with few people and I started working closer and closer with the lead TA of that project and then eventually wrote scripts, designed some systems, etc. Another route would be animation and slowly taking on available rigging jobs building a reputation as rigging specialist. That could be your strategy - join as regular artist, build your reputation as technical guy, show your scripts, provide some tools to the team, build your reputation and then make your move to transfer to a proper TA position.

When i was doing my internship at a small company in finland as a technical artist, i was contacted by several recruiters for a couple of positions. That is how i got on contact with Codemasters.

I would say, try to do it without recruiters, but a recruiter is always an other option …

Training to become mid level does not sound like a good idea to me as mid level positions is a lot about experience, and not skills.

Do you have a portfolio, resume that we can give feedback on?

How about going for a job as a 3d generalist in a small studio? Perfect way of getting experience and they can us people with multiple skills there.

Thank you for the responses!

I’m applying speculatively to places I have a connection at.

I’m beyond the point of being able to afford an unpaid internship. Most internships I’ve seen also have degree requirements, as in you still have to be in school.

I haven’t been applying to any generalist positions as I’ve been focusing on Technical Art jobs, might give that a look.

I’m willing to move anywhere.

That’s where I’m at right now, trying to figure out my next move.

I certainly don’t blame companies for going with higher skilled candidates, the position is important!

Perhaps it would be good for me to be a production artist first before I fall into a support role. I’ve seen interviews that certainly have supported that path. I just would have preferred to go straight into TA. I also don’t want to underestimate production artists, there is certainly a large skill set involved there too.

[QUOTE=Nysuatro;19051]When i was doing my internship at a small company in finland as a technical artist, i was contacted by several recruiters for a couple of positions. That is how i got on contact with Codemasters.

I would say, try to do it without recruiters, but a recruiter is always an other option …[/QUOTE]

I don’t think i’ll be having to deal with any recruiters yet but thanks for the tip.

That was my dilemma, I was hoping that when I found the elusive junior/entry level position I would be over qualified at that point and get the job. That was more my tactic than trying to apply for mid level positions.

I would love feedback! www.erkmuss.com - everything should be there.

Seems to be the trend of thought. Will definitely scope out some positions.

On your reel, I ALWAYS want to see the skeleton. Particularly for your face rig. I want to see how many bones youre throwing at a problem. It’s also good to know how youre driving the bones - are you using expressions? Set driven Keys? Scripted controllers etc etc.

Also if youre going for a tech art role, you need to show more tech/tools - do you have any other tools than your animation transfer script?

[QUOTE=MattRennie;19055]On your reel, I ALWAYS want to see the skeleton. Particularly for your face rig. I want to see how many bones youre throwing at a problem. It’s also good to know how youre driving the bones - are you using expressions? Set driven Keys? Scripted controllers etc etc.

Also if youre going for a tech art role, you need to show more tech/tools - do you have any other tools than your animation transfer script?[/QUOTE]

Thanks for the tips, I’ll redo my reel to show more of that. Although the bones are shown in the breakdown below. And no I don’t have any more tools/tech, lately I’ve been working on my shader authoring skills.

What kind of tools would you recommend me creating? I have no artists to speed up or production needs to meet so I would only be able to prototype a scenario.

With the limited number of animation jobs and large number of qualified candidates, that is the last thing I would do. That is unless there are smaller studios you are interested in that require more of a generalist.

Looks to me like you are on the right path, just need to find the right opportunity and while looking, continue to develop in areas that could be expanded on. Like Matt mentioned, it would be nice to see a few more tools that give more incite into your technical creativity. Also the shaders are a bit of a weak point as they currently show more as tech demos.

[QUOTE=Crispy4004;19058]With the limited number of animation jobs and large number of qualified candidates, that is the last thing I would do. That is unless there are smaller studios you are interested in that require more of a generalist.

Looks to me like you are on the right path, just need to find the right opportunity and while looking, continue to develop in areas that could be expanded on. Like Matt mentioned, it would be nice to see a few more tools that give more incite into your technical creativity. Also the shaders are a bit of a weak point as they currently show more as tech demos.[/QUOTE]

I would agree, I am the most unsatisfied with the shaders on my reel. I know I can create more tools, that just takes time. I felt I didn’t have a strong understanding of shaders and the graphics pipeline so that’s where I’m at right now.

Lets hope that I’ll be ready when the next opportunity rolls around.

You could create some cool custom tools to speed up your own workflow as well - especially in technical animation! While TA is a support role, there’s nothing saying you shouldn’t be creating your own tools too! If there is anything you hit in the process which is like “geez, this is slow” or “this would lose no quality in being automated” then I’d try for that! :slight_smile:

I’m on the side Chrispy in that you really wouldn’t want to go for other jobs in animation/modelling etc as the barrier to entry on those jobs are quite high already. However, if you have a broad range of really useful skills instead of one specialist role, you have a higher likelihood of being hired into a small company. I’d also say go for what you love too, as if you’re lacking passion in it, it will surely show. And for someone who lacks the experience, the passion and excitement for the job can get you your first job over someone else.

It’s also worth picking up general portfolio tips too. It took a bit of searching to find your portfolio (I had to look on your linkedIn!). Remember that your showreel is always as good as your weakest piece - if people want to know/see more - they can ask to see it! You always want to create something that might catch someone’s eye or show promise, if you can. Yours shows a lot of nice fundamentals, but nothing that really wowed me either.

But otherwise I’d say the same as everyone else - just keep an eye out for stuff! Also, on speculative applying - I wouldn’t limit it to only places you know! There was a thread a little while back asking for resources which list game companies. I’d just try and tailor your cover letter and portfolio (if possible) to them! :slight_smile: You never know who might be looking!

Good luck!

About being a production artist - personally I prefer candidates who have a production artist background over “straight-to-TA” people, because they just know the sh*t that can happen from first hand experience - they know how it feels to be like in our “customers’” shoes, and that’s quite a different perspective when you actually have to use a tool or a rig day in and out. Also we’re tech ARTISTS, so I love it when people at some point in their career actually had to rely on their art skills to get things done. Except for raw coding, those TAs usually have an edge over the guys who never actually did production grade art.

Junior art jobs should also be easier to get than junior TA jobs - because there are just more of them - keep in mind, one studios junior jobs may be on par with another studio’s senior jobs :wink: So even picking a smaller relatively unknown place can be a good way to start your career.

I agree with Robert, I’ve got a strong bias in favor of ‘eating the dogfood’ for a while before setting up as a tools provider. One of the reason’s TA’s are displacing traditional tools programmers is that we’re closer to the people we serve, and understand them better.

Ideally you’ll have enough visual sensibility and skills to prosper as a production artist for a while as you learn the customer side of the TA business – but you also need to be realistic about your skill set, and your passions. Apply for generalist or production jobs you can do well at, but don’t do it grudgingly: no company wants to hire you just so you can polish up your resume for another job! And of course (even if you’re only going to the techiest kind of TA jobs) you need to have the usual strict standards for everything you show. Be ruthless with yourself: bad art will make a good tech reel look worse :slight_smile:

In general, it’s usually easier to be a generalist or wear multiple hats at smaller companies. Big companies tend to hire ‘resources’ – “I want a maya character animator who has done first person weapon animations” and will just ignore people who don’t fit their precise templates. Smaller companies have to think more about intangibles, and they also value people who can do well in multiple roles. If you have a deep specialty, of course, the equation reverses: if you’re, say, a Motionbuilder scripting guru you’ll probably be desirable for a big studio with a strong mocap department but not on a 20-person iPhone game team.

So based on everyone’s advice (thank you), my strategy is going to be:

1)Go back and create fully animated asset(s) from start to finish while along the way creating tools to speed up my workflow.
2)Revamp or add on to my existing portfolio to better showcase new assets and generalist abilities.
3)Apply for jobs as a generalist with an emphasis towards smaller companies where it will be more likely to get a junior level position.

Let me know if you have any issues with this plan, so I can adjust it if necessary. Thanks for everyone’s help!

My impressions of the TA position (and bear with me: I’m rather “new” in this industry) is that they are a bit like game design positions in the way that most people who hold a position like this, worked their way there. In other words: They didn’t specificly study to become a TA or a game designer and then got an internship or junior position in one of these fields. For example: most game designers get to their position with experience, and with a background in either art, code, animation, level design or QA.
Ofc there are exceptions - there always will be. I myself know people who today work as game designers and technical animators even though they had zero previous work experience. But I think that the best idea to get a job as a TA is to work yourself there: Improving your workflow in any way possible, making scripts, tools, art assets (photoshop brushes, mudbox stencils, own scripted maya primitives, the list goes on - ANYTHING that speeds things up is great). It’s even better if your tech-thinking and your tech-tools/scripts help coworkers as well. And ofc you need to present all your achievements in a good way. Do you have a LinkedIn profile for example?

I myself only has about 15 months of professional experience as a 3D artist and I’m already wanting to become a TA - and I don’t even know C++ or anything. I realize I will have to work myself there, so right now I’m trying to get everyone’s attention about our crappy art pipeline here at work. It’s not much but it’s a start, and I plan on learning more scripting languages - and later on: C++ - sometime in the future. I think that as long as you have some kind of goal and try your best at slowly getting to them, you will do just fine.