I'd like to request a few episodes by a high-level artist who works on games to talk about:
- Concept/character development. Design strategies. Implementing a brief. The path from big picture -> detail. (perhaps with a technical breakdown of the HMH concepts/design compared/contrasted with those of any other published game on which the artist has worked.)
- How to train in order to be productive at the levels required in AAA games. The various jobs that an artist does in a game development cycle. How to manage a client. How to organise one's budget/time.
- How to train if one is a programmer who would like to (or has to) do their own artwork. What common mistakes are made? What should be avoided? What skills/knowledge should the programmer-artist focus on to make their own professional quality art?
The production pipeline; standard vs bespoke/custom tooling, and how they are used.
How to find work in the games industry.
Limitations of current tools that artists would like to see addressed by programmers e.g. automagic-retopology. Tools that don't exist that high-end artists would like programmers to build.
Other topics that an expert feels that civilians who want to work as artists in games should understand.