Here's a short read on that.
http://www.jenrickblog.co.uk/2009/09/career-development-in-the-video-gaming-sector-what-skills-do-developers-need-to-excel-please-contribute-to-this-research-paper/#more-1552
Another insight from LinkedIn:
From the Art Pipline perspective I'd say the most important skills are zBrush/Mudbox and 3ds Max/Maya. However knowing those programs does not mean a candidate will stand out. They must understand the pipeline and where they fit in. The artist must be capable and willing to learn custom tools outside of their everyday arsenal of off the shelf products. zBrush/Mudbox Artist must be masters of sculpting and then if required retopoing meshes from the ground up. They should not be afraid of mastering the UV procoess using pelt-mapping and 3D painting solutions. Level designers should prove that they can texture and build environments to a certain scale. Character Artists must study and master anatomy. If I'm an environment artist I should want to show a fully realized world that is playable. Tools such as Unreal Engine 3.0 and Cry Engine 2.0 allow for modelers and texture artists to show their assets in a true game environment rather than just showing a turn table with music playing behind it. It's also helpful to understand how to export normal maps and bump maps for games. A healthy understanding of repeating textures and decals is important as well. Environment artists should envision and create massive detailed set pieces with as limited geometry as is possible. Artists should find the most efficient techniques for limiting the amount of polygons in a scene. Character Artists should attempt hair and fur by using opacity mapped textures. These things which are not easily rendered in real-time will stand out to those in the industry.
I hope this is helpful.
Joseph Tresca Sr. Interactive Art Director, 3D Artist, Eyeballistic, Inc.
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