There’s a lot to consider when you’re propping an environment! Composition, readability, focal points, guiding the player, prop distribution, areas of rest for the eye, lighting etc, all of which are huge topics in their own right.

When you’re at the propping stage, you will more than likely already have the structure or architecture in place; the larger forms which make up your scene. With prop placement, as mentioned previously, you want to make sure that you are telling a story. You also need to make sure your distribution of props makes sense; for example, you wouldn’t have 3 huge, different hero pieces sat in a scene with no supporting smaller assets, just like you wouldn’t have 20 equally sized small assets in an area with nothing else – it’s all about balance. I generally have larger assets or areas supported by a few mid-sized pieces, then many smaller detailed items. So, for example, a huge air conditioning unit, with a few interesting large/mid-sized pipes, with various smaller piles of trash or bottles etc.

This balance of prop distribution is one of the main considerations when it comes to ‘reads’. You want players to be able to ‘read’ your environment, or your area, as soon as they enter it; the primary read. After that you have your secondary and tertiary reads, as the player observes mid then smaller level detail. Without the correct balance of prop distribution in your scene, these reads won’t work as they should.

Advice On Making a Perfect Portfolio

There are a few key things to consider when it comes to your portfolio. First, focus on quality not quantity; five excellent pieces are better than ten average pieces. Next, you are only as strong as your weakest piece, so you need to be ruthless with your own work. If it’s not up to your current standard, jettison it. If you feel like you can’t be objective, ask friends and colleagues their opinion, get some fresh eyes on your portfolio.

Try to be original and interesting; it’s how you will stand out. If you really want to do a sci-fi corridor, try and think of an angle on the theme that no-one has done before

Specialise, to a degree; don’t try to be all things (Environments, characters, FX, etc). Yes, some people can do it, some are very successful at it, but if you’re trying to get into the industry it can make it hard for those looking to hire you to understand where you would fit into the team. It’s rare that you would have a job where you would be expected to produce work in many different disciplines too (unless you’re indie, or a very small developer). That doesn’t mean you can’t experiment with these things in your own time though of course.

The presentation is of vital importance. Poor presentation can kill a great piece of work.

Adam Dudley, Environment Artist

Interview performed by Kirill Tokarev.