My Work in Progress

A sketchblog where I post a few of my scribbles from a variety of works-in-progress, usually from my rather random personal creativity outside of the daily grind. I occasionally, but not always, post the final artwork.

4/06/2006

Toy Design: the Technical Artist

While my own current role as a toy designer/product designer requires more of the creative skills of a traditional artist (drawing, inking, painting) along with the usual Photoshop, etc.; some companies would rather have a more technical CG artist to assist in the product development pipeline.

For example, I saw this posting and description the other day for a toy designer / 3D modeler:


"...has worked with top studios and designers from consumer based product to high-end collectables - to limited edition “high-art” based licensing with Internationally renowned artists.

We currently are seeking talented and experienced (Maya) modelers with a strong aptitude for 3D modeling tools and capturing character details from style guides for toy production/rapid prototyping.

Ideal candidate will have a working knowledge of outputting to a rapid prototyping machine (converting from obj. to stl.), however, studio is willing to train the right candidate. Modelers must have an eye for detail and be able to work off of 2D specs, designs/turns and capture the product and style (of design) flawlessly and ‘on-model‘. Most projects are character and or prop based (stylized cartoon to ultra-realistic props, action figures and or vehicles), some environmental design from time to time. Strong technical and IT background a plus. Must be self-motivated, responsible, and driven, to work with our fast paced environment. Must have a genuine enthusiasm and passion for toy design.

Must Have:
  • 2 years professional industry experience in toy design and or (industry level) character based modeling (Maya)
  • Must have experience in working from specs, turn-arounds or style guides and be able to translate from 2D into 3D.
Plus:
  • Some knowledge of outputting to a rapid prototyping machine.
  • 2 years traditional art background with experience in design, drafting and hands on figurative sculpting."

So. Even if you don't have all of the traditional art skill from years of practical experience, university education, or even raw talent, you can still get a fairly creative role in the toy industry. :)

1 comment:

MidnightOwl728 said...

I wish I had seen that job opening.
Hope your model is coming along well