Interview Prep: Common Game Art Questions Quiz Quiz

Sharpen your understanding of core game art concepts with this targeted quiz. Ideal for candidates preparing for game artist interviews, it covers essential techniques, workflows, industry terminology, and practical scenarios in game art production.

  1. Understanding Texture Maps

    Which type of texture map is primarily used to simulate depth and surface details on a 3D model without increasing its polygon count?

    1. Specular map
    2. Normal map
    3. Albedo map
    4. Ambient occlusion map

    Explanation: A normal map is designed to simulate fine surface detail and depth by affecting the way light interacts with a surface, all while keeping the polygon count unchanged. Ambient occlusion maps deal with how shadows appear in cracks and crevices, but do not simulate surface depth. Specular maps control the shininess or reflectivity of a surface, not its geometry. Albedo maps are responsible for base color and do not add perceived depth or details.

  2. Low-Poly vs. High-Poly Models

    In a standard game pipeline, why is a high-poly model often created before producing the final low-poly asset?

    1. To bake detailed surface information onto the low-poly model
    2. Because high-poly models use less memory in games
    3. As a shortcut to avoid UV mapping
    4. To reduce the need for normal maps

    Explanation: High-poly models are made to capture intricate detail and then used to bake surface details, like normals and occlusion, onto the lower-poly game-ready model using texture maps. High-poly models actually consume more resources and are not used directly in games. Using them does not reduce the need for normal maps; rather, it enables their generation. UV mapping is still essential in either workflow, so making a high-poly model does not bypass this process.

  3. Choosing File Formats

    How should you choose between different image file formats like PNG, JPEG, and TGA when exporting game art textures for in-game use?

    1. Pick randomly as there are no differences
    2. Select the format based on transparency needs and compression quality
    3. Choose PNG only for black-and-white images
    4. Always use JPEG for highest quality

    Explanation: Choosing a file format depends on factors like whether the texture needs transparency (PNG and TGA support it), and if lossless or lossy compression is required. JPEG does not provide the highest quality; it uses lossy compression and does not support transparency. PNG is not limited to only black-and-white images and offers lossless compression. Randomly picking a format can lead to compatibility or quality issues.

  4. Understanding UV Unwrapping

    What is the primary purpose of UV unwrapping in game art asset creation?

    1. To increase the polygon count for more details
    2. To animate character movement along a path
    3. To merge multiple models into one mesh
    4. To lay out a 3D model’s surface in 2D space for accurate texturing

    Explanation: UV unwrapping is essential to translate the 3D surface of a model into 2D coordinates, allowing textures and details to be applied correctly. Animating movement is unrelated to UV mapping. Increasing polygon count is not part of the unwrapping process. Merging multiple models into a single mesh is a different modeling task and not connected to UVs.

  5. PBR Workflow Fundamentals

    In the context of the PBR (Physically Based Rendering) workflow, which two essential texture maps are most commonly required to define a material’s visual properties?

    1. Wireframe and ambient occlusion maps
    2. Albedo and roughness maps
    3. Displacement and specular maps
    4. Emission and bump maps

    Explanation: Albedo maps define the base color of a material, and roughness maps control how dull or shiny the surface appears, both crucial in PBR. Wireframe maps are not a standard texture map type for materials, and ambient occlusion adds only extra shadowing details. Displacement and specular maps are sometimes used, but roughness has largely superseded specular in the classical PBR setup. Emission and bump maps address glowing surfaces and fake surface irregularities, which are not the primary PBR maps.