TETSU TSUKAMOTO
The character concept artist on how to get ahead
Do you have advice for artists wanting to work in video games?
You should be able to use 3D tools and understand how character implementation works in games. Making sure you have that covered will enable you to avoid producing designs that demands high-development resources. It’s important in any industry, but having a wide range of design methods and models is essential, as well as the ability to flexibly change and adapt the worldview that one holds in response to requests.
How has the industry changed since you started? The graphics expressed through home game consoles have improved dramatically, and realism is no longer a selling point. There’s also been a huge influx of mobile games and (I feel) overseas titles are more fun than before. Lastly, I think it’s getting harder and harder to accept new things in Japan.
What advice would you give to your younger self?
I would say to avoid taking on more work than I can handle. When I was younger, I tried too many times to take on every piece of work that came my way.
Is a career as an artist all you thought it would be?
If video games hadn’t evolved so much and there weren’t so many jobs in the industry, I think I would have become a designer of fantasy-themed furniture. I consider myself lucky to have become a monster designer.