SUMMARY


This document provides an overview of art tests for artists looking to enter the games industry. It covers why art tests exist, what they test for, and how to prepare for them. The document emphasizes the importance of understanding the brief, forming a plan of attack, prioritizing tasks, and not overthinking things. It also provides an example of an art test brief and discusses the importance of filling in gaps and showing initiative.

QUICK LINKS


ARTTESTS FOR VIDEO GAMES

ARTTEST EXAMPLES

TABLE OF CONTENTS


▫️EXAMPLE OF BRIEFS

Let's dive into an example for a test, these are just some examples found on the internet and are not to be taken for one to one examples.

For example they don't even mention the deadline in which it needs to be completed or don't have any specific on how to tackle the texturing part. However, while the timeline is missing, the texturing and choice of asset part for example can be a part of the test, allowing a part of it to be open to interpretation and for you to figure out and show some initiative.

Often times briefs might even skip out on some details (maybe on purpose, but most of the time as a minor oversight) so you will have to assume certain small sections. These then become a test onto itself, and being able to fill in certain gaps and forming yur own plan will be something that is expected more of you the more experience you have.

▫️COMPLETED EXAMPLES

Naughty Dog Environment Art Test, Adrian Campos

15 Day Environment Art Test - Mountain Path, Jonnathan Mercado

Larian Art Test, Nicolas Vanhemelryck

Cloud Imperium Games Art Test, Josh Van Zuylen

The Alley, Jacob Claussen