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Nate Wells, Epic Video games artwork director and former artist on Trying Glass Studios classics like Thief: The Darkish Venture and System Shock 2, mentioned on this week’s episode of the Nightdive Studios Deep Dive podcast that the ecosystem of video games artists the place he began his profession is extinct. As a substitute is a panorama of artists who’re extra expert than ever—however it’s a panorama the place it is more durable than ever to face out.
“Younger artists who’re both new to the enterprise or making an attempt to get into the enterprise ask me questions like, ‘How did you get into it?'” Wells mentioned within the interview. “And my reply is ‘The best way I acquired in doesn’t exist anymore.'”
Wells mentioned he—a self-taught artist—entered the video games business in an period when profession paths hadn’t been formalized. As a result of the expectations and trajectories for video games growth professions have been nonetheless being charted, artists who entered the business have been drawing on a wider vary of educational {and professional} backgrounds, and their histories flavored the aesthetics they created.
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“None of us have been specialists. All of us got here in from utterly totally different disciplines,” Wells mentioned. In his case, these disciplines concerned loads of yeast DNA.
“For the artist aspect of issues, virtually all of us got here from different locations. I used to be premed—biochemistry and anthropology,” Wells mentioned. “I targeted on genetics largely, working with brewer’s yeast.”
For example, Wells mentioned his biochem and genetics background immediately knowledgeable the vibe and ambiance of Bioshock. In manufacturing briefings, he recommended the title and idea for its plasmid skills primarily based on the real-life DNA molecules accountable for introducing genes into current genomes.
“Lots of us studied English and literature and historical past and—for me—anthropology and archaeology, and we introduced all that to bear and we nonetheless carry it to bear,” Wells mentioned.
Compared, artists getting into the business right now take pleasure in many years of extra sources, technical theories, and formal coaching to orient themselves. However Wells says these clearer expectations have produced a narrowing pool of aesthetic influences.
“It isn’t unusual for artists that I meet now entering into the business to have thought of and been impressed by nothing however videogames and anime,” Wells mentioned. “In lots of circumstances, they’re executing artwork on the highest degree. They grew up within the shadow of ArtStation. They knew the standard they needed to hit. They knew what was sizzling. They have been capable of comply with all one of the best idea artists and a few programs on-line and actually refine their craft.
“However I believe the factor that’s nonetheless uncommon and treasured is the core concepts that underpin every thing.”
Basically, Wells mentioned, it is exhausting to make videogames that do not appear and feel like most different videogames if all you are is videogames. It is a sentiment that was just lately shared by lead Diablo artists, who mentioned one of the best ways to make good Diablo artwork is to show your self to aesthetic influences that are not Diablo.
Sadly, as a result of business expectations have grow to be extra outlined, it is likewise grow to be harder to discover a foothold when your background does not fall inside these norms. Fortunately, Wells mentioned, you’ll be able to develop a broader aesthetic palette with out having a historical past in biochemistry.
“Once you see actually fascinating work, it is as a result of it appears to come back from someplace else: an curiosity in historical past, an curiosity in science,” Wells mentioned. “Contact grass, learn a e book, throw a ball, get tackled from time to time. Get in at the very least one combat. Learn to dance. Play the piano.”

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