Rohan Mayya

The landscape of jobs in game development

I’ve spent a little more than a year building Unleash the Avatar, a third person action RPG that’s set in India.

Recently, we got covered by Asmongold, have gone viral in China (our trailer is the 6th most watched video on IGN China on Bilibili, their version of YouTube), and have got generally good coverage on our 2nd trailer that launched a few months ago on YouTube and other social platforms as well.

As a co-founder, I spend a lot of my time doing real-time game VFX, programming and hiring.

At this point, I have been on 100s of hiring calls to fill many roles, such as rigging, animation, modeling, VFX, programming etc. I feel like I have a unique perspective because I understand a little bit of everything, and some things really well.

The other reason I was motivated to make this post is because I think game development as a field is a massive walled garden. Before this, I was building a software company, and everything felt so…open.

Whereas with games, knowledge is hard to come by. Just compare the quality and number of high quality tutorials on YouTube vs programming ones, you’ll get the idea.

I think the reasons are two-fold:

I also want to mention that the industry has been on a general down-trend due to lots of layoffs. That doesn’t change which roles are structurally scarce, but it does change how many openings exist at any given moment.

With that being said, let’s talk about the roles in game development. I’ll categorize based on several factors like demand, saturation, and how the roles may change due to improvements in technology.

Matrix of roles

The Golden Bracket

VFX Artist

In my opinion, this is one of the best roles given how in demand it is, compared to its saturation level.

I read that art universities produce 1000 concept artists for every 1 game VFX artist. That’s insane, especially considering the demand for game VFX is growing.

I personally switched over to doing VFX for the project once programming was in a good place, since we were bottlenecked.

I didn’t know at the time, but this was a really good decision. First of all, I really enjoy doing it. Second, it’s a mix of a type of programming (through shaders i.e materials in Unreal Engine), and art, which gives me a high level overview of everything we do at our studio.

It’s hard (and valuable), because many people who are good at art don’t have technical knowledge, and many who are technically capable can’t be bothered with art. You need taste and skills.

There might be some who refute this point, saying:

While this is partially true, it still doesn’t combat the problem of how shallow the pool of VFX talent really is. Furthermore, as you get really good at it, a lot more opens up for you:

Technical Animator

To explain why this role is important, I would like to walk you through a little bit of history.

Character animation is an important (and tedious) part of building games. For decades, a character artist would make a character, and hand it over to a Rigging and Skinning Artist (R&S), who would then prepare the model for animators. The animators would then create (or cleanup) animations to bring the character to life. In short, R&S serves as a bridge between character artists and animators.

I think that’s changing a lot. For example, Unreal Engine now heavily invests in a tool called Control Rig, which is basically like a programming toolkit to make procedural rigs.

A technical animator is someone who figures out how to do procedural animation, (eg: running physics simulations like RBANS, doing motion matching etc) through Control Rig and a host of other new features in the engine. Sometimes, the R&S artist gets involved as well.

An example, when a creature like an octopus moves, it is extremely tedious to animate 8 legs. A toolkit like Control Rig allows a technical animator (or rigging artist) to add logic such that, if the movement of the octopus is keyframed by an animator, all the legs will procedurally animate without you lifting a finger.

The things that you can cover are endless. Here are some examples:

The competitive staples

Programmer, Animator, 3d Character Artist, 3d Environment Artist, UI/UX Artist, Cinematic Artist, Sound Design

These are roles that will exist in almost every studio. They’re high in demand, and are generally competitive roles. Senior, experienced and/or exceptionally talented people are highly valued here.

I see these roles progressing the same way programming is going. You want to hire fewer, but exceptional folks because otherwise you’re a net negative.

Wildcards

Mocap Actor

This is an underrated role that is hard to hire for. There are plenty of actors who would like this sort of work, but there is a lot of nuance to it:

Prop Artist

Prop artists make props for the environment.

Think small and large objects, like pots, pans, carts etc, but also pieces of modular kits (like doors of a house), which are reused across the game. They also help clean up photogrammetry assets, refine assets bought from the marketplace, etc.

I am not sure how this role will proceed in the future. There’s this undercurrent of a large number of available assets online, plus AI getting steadily better at this function.

You still need prop artists, but you needed a lot more of them before.

A large portion of the value with environments is created by Environment Artists, who are responsible for synthesis and composition of the environment with these assets.

However, a good prop artist, especially leads, are worth their weight in gold. This again involves multiple things, such as being smart about shaders (eg: Material Layers in Unreal Engine), day to day workflows, planning out kits, having a strategy for photogrammetry assets, etc.

It also involves getting good at engine specific stuff like Procedural Content Generation (PCG), to think about how lay assets out together (eg: props on a stall), having taste and judgement to figure out which assets need to be done from scratch vs photogrammetry vs marketplace etc.

At this point, perhaps you’re starting to see a pattern. The most valuable end up being the ones who are cross-functional i.e they can do multiple things within the engine and outside of it, contribute to different areas (which also bolster their own), and have refined taste.

Will hire a couple, but need exceptional

Story Writer, Game Designer, Level Designer, Concept Artist

These roles are already few in number in a studio, and you only want to hire the best. The reason I don’t put them under competitive staples is because there’s a low barrier to entry to most of them (except maybe concept art, which is also changing), and you don’t necessarily require a hard skill. It’s very taste driven.

The bar, however, keeps getting higher. I recently heard of one studio that won’t allow you to interview for a game designer role without showing them your Steam library. Expect more of these extreme things to happen.

The people who get these roles however, enjoy amazing benefits.

I have left out voice acting and music. We will cross that chasm later as we come to it in production.