Rhys Shepard – Speaker notes/Blog

Rhys Shepard is a Technical Artist with over 8 years of experience in the Industry. He shared his journey through the gaming industry, focusing on his unique role as a Technical Artist and the various opportunities this role presents.

Initially joining the course as a concept artist, Rhys found a passion in the technical aspects of the course, learning Unity and developing a strong interest in the specialisations within the engine.

After graduation, Rhys began applying for roles that he believed would suit him and his interests; however, with the highly competitive junior applicant pool, he instead turned to applying for any available position. Here, he was offered a Junior role at 22cans after initially applying for a senior position. This role helped him establish a foothold in the industry and allowed him to expand his portfolio sufficiently to secure other positions at a similar level.

Some key highlights of Rhys’ include working on Fall Guys with Mediatonic Games and collaborating on Fortnite at Epic Games, following Mediatonic’s acquisition by Epic Games. This role began as a Junior position and has since evolved into a Senior role within the company.

Fall Guys | Download & Play Fall Guys on PC for Free – Epic Games Store

Rhys’ talk highlighted the differences between working on larger games and smaller indie games, as well as the benefits and negatives of both. However, as has been mentioned, a lot of Rhys’ talk centred on the Tech Artist role that Rhys holds.

Being a Tech Artist requires a solid foundation in nearly every aspect of game development. While specialisations are beneficial, understanding the game development process as a whole enables a Tech Artist to support game development wherever needed. Some specific roles a Tech Artist can fill include: Audio design, UI/UX design, Tool design and VFX design. These roles all include a good mix of art and technical skills; however, nearly all the work is in the engine.

Speaking to Rhys after the talk highlighted some other aspects of the industry I hadn’t really opened msyelf up to and I plan on revising and relearning some key tools for the industry which I don’t have much current experience in.


  • Able to pivot game engines
  • from a small dev team into a larger team
  • Apply everywhere
    • can open closed doors
  • Don’t be scared to get turned away
    • First cancelled game
      • need to get permission to show certain assets of work per interview
  • Portfolio matters less once you have the industry experience
  • Fall guys
    • Acquired by Epic
  • Fortnite
  • Studios use a variety of software
    • There can be a lot of overlap in software
    • differs from studio to studio
  • 2D and 3D games develop very differently
  • optimisation works very differently
  • literally changing the dimensions of the game

Interviews

  • What’s the most crucial aspect in designing a game?
  • Give me an example of a hard problem you had to solve and overcome
  • How would you do this differently?
  • If you get stuck on a task, what’s the next step you would take?
  • Tech tasks for coding

Tech art

  • Using technology to create art in the game
    • Audio tech
    • VFX tech
    • UI/UX tech
  • The implementation of the technology enhances the player experience
  • Technology can also support lower power systems running the game
    • LOD
  • Tech artists work best when they know a little bit of everything

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