What It’s All About
You love to create in 3D. Whether it's organic or mechanical, you can spend hours looking at vertices and edges, adding the details that most other modelers miss. You find yourself looking at real world objects and thinking about how you would model them. You have a thorough understanding and appreciation of anatomy and apply that knowledge to the creatures you create - whether based in this world or another.
A Typical Day
Before you can make it to your desk, you find yourself drawn into a conversation with a few of the designers about gameplay. What kind of weapon would this race use? Would it really be that big? The Art Lead greets you at your desk; he wants to talk about the next modeling assignment. He reviews the concept art and suggests that later in the day, you, he and the concept team talk about this particular race. After he leaves, you jump onto your preferred tool to start the creation process.
Who You Work With
You are a member of a tight-knit band of modelers who regularly give feedback and share techniques. You'll meet frequently with the team and the Art Lead to discuss your work. As the concept team and the designers work out details of different creatures and objects in the world, they'll frequently ask your opinion on how well their ideas can be translated into 3D game elements.
Proven ability in high-poly modeling
Ability to create a wide range of models from vehicles to organic characters
A thorough understanding of one major modeling package - 3DS Max, XSI, or Maya
Experience using Zbrush or Mudbox
Skill in texturing
Unyielding passion for games
Previous experience in Concept Art
Creating skin meshes of models