How to get noticed, who we feature, what we think about AI, and what games we play.
80 Level is 10 this year, and all this time, we have been getting dozens of requests and questions from artists wishing to be featured on 80 Level, but not everyone appears on our pages. Today, you will finally learn what it takes, how we pick artworks for articles, what we think about AI, what games we played as kids, and much more.
If you watched our AMA in June, you know the answers to most of these questions, but you should still stay for some extra insight into our Editorial team.
How to Get Featured?
Let's start with the most anticipated part. If you want to see your art on 80 Level, you can register an account on our Talent platform, the Head of Content will see your work and might select it if it's interesting.
Also, you can send your project through our socials: Discord, Instagram, Twitter, LinkedIn, Telegram, or email. We see you all, but sorry, not everyone can be featured.
Articles and interviews are free for artists, but companies should discuss publications with our Business Development team.
What Gets Published?
Our readers are interested in beautiful art, useful tools, unusual or technically difficult solutions, and content that is simply fun and entertaining. What we won't consider is any NSFW stuff, gore, anything related to contemporary politics, plagiarized art, and generative AI.
In other words, if it's interesting, it has a higher chance of being featured.
AI
Speaking of AI, our Editors might not have the same view of the tech, but here is a statement from our Head of Content, Theodore McKenzie:
AI bad.
In all seriousness, over the past 10 years, 80 Level has been constantly changing and evolving. Formats come and go, we dabble into different things all the time, but one thing has always stayed the same – 80 Level is, has been, and will always be a hub for 3D Artists and Game Developers first and foremost.
That said, it doesn't take a genius to see that the vast majority of 3D Artists and Game Developers detest anything related to generative AI – whether it's images, text, video, or anything else. And honestly, who could blame them? In just a few short years, we've seen wave after wave of layoffs caused by AI. On top of that, for these AI models to even exist, their devs have to scrape billions upon billions of gigabytes of content from the internet – usually without much concern for copyright or IP laws, thanks to governments around the world not really forcing them to care.
With that in mind, 80 Level stands where it always has – alongside our audience, the creators who keep this platform alive – firmly against generative AI. In a better timeline, where creators aren't getting fired left and right because of this tech, and where AI developers actually pay for every Word document and PNG file they feed into their machines, maybe our stance would be different. But sadly, in our timeline, that's not the case, so if you're a Digital Artist, know that we've got your back.
Why Is It Called 80 Level?
Now that the most important questions are out of the way, let's get to what our readers wanted to know about the site and our team.
80 Level is called so because of WoW. Yes, that's it: a World of Warcraft meme once gave birth to a joke about an impressive level of skill, and this is how it started.
Keeping Platform Alive
It's not easy to make sure a news website survives for 10 years. The biggest challenges have always been mostly technical in nature – lots of poorly written documentation, the struggle of balancing the community, interviewees who show enthusiasm in showcasing their works but then ghost us, and such.
Arti Sergeev, Head of 80 Level, has been here since the very beginning, and this is what he has to say about 80 Level's early days:
Imagine you have a small team of 1-2 editors, but you need to make a media website global. So... you have to write 10 articles daily and hope someone notices and opens at least one. You get the idea.
Building 80 Level is the most difficult thing Arti has done in his life, he admits. "You have to work hard every single day, sometimes you have to work on weekends, and you rarely have vacations. If you let yourself relax – you lose. Don't even think about starting a media project. Just kidding – worth it in the end."
Back in 2015-2016, it was a small blog with small pages on social media, and we had to explain who we were every single time, so we kinda felt lonely, but now we have a huge community, and this is a wonderful world. The best thing we can ask for is a community that lives and breathes – when people interact, share stories, discuss things. And that's what we're seeing right now.
We were also asked about our influence and what wouldn't exist if not for 80 Level making it accessible to the 3D and gaming community. We can't really say we are that life-changing, but we're grateful if we changed someone's life or career for the better.
"I won't brag about the importance of 80 Level, but I'm proud that artists today are visible. People, even outside of the industry, understand how difficult it is to make games and create 3D stuff," Arti said.
Q&A Blitz
The last news of a dark mode is from 2018. Did the team give up on it? Will there be a dark mode anytime soon?
We think about it every day, but now have other priorities. You can use Dark Reader for Chrome for now.
Are there any plans to launch the 80 Level app for mobile?
The short answer is no, but you can make it happen. Like any other media website, we rely on your clicks, and if you just click on 2-3 articles a day and read them, this will help us grow the project and explore new opportunities. Every time we see traffic increasing, we start thinking about new things and what we can do for our audience.
When are you coming to Bluesky?
Not until it becomes much, much more popular, so probably not anytime soon.
It would be great to meet, like online, and review each other's works or just chat about the industry.
Great idea! Maybe one day we'll be able to have a meetup. For now, Discord is probably the best place for peer reviews.
Do you think TF3 will ever be released?
Why would you need TF3 in the first place? I get that the latest installment is getting pretty old, but it still has an active community, the gameplay is still solid and fun, and the game's economy isn't showing any signs of dying. Plus, it's Valve we're talking about – only someone completely detached from all-things gaming doesn't know that those guys can't count to three. So no, I don't think Team Fortress 3 is ever coming, nor do I think it's really necessary.
I main Medic and Sniper, by the way. The duality of man.
Can you recommend an internship for 3D Environment Artists?
Check out our digest about internships and courses for 3D Artists.
As a complete novice who struggles with getting the learning to click with things like Blender, ZBrush, and more, is there any hope for people like us in an industry that feels like it's already filled with pros?
Find references, mentors, and a topic you like. Don't just repeat what you see in tutorials; always seek advice, start networking, and read our interviews, they're good!
Where can one get the best resources for texturing weapons?
We have prepared a handy digest on texturing weapons, take a look!
What should be considered when getting back into the industry after a career break of 2 years? Will the previous experience be taken into consideration? Or should I start again as an intern or in a junior position? How much has the industry changed in the past 2 years from an inside perspective?
Our Senior Editor, Amber Rutherford, has the most experience as an actual Game Developer, so you might want to consider Amber's feedback:
Well, I'm relatively new here, but I think my colleagues have done a great job over the past few years covering the state of the industry and helping artists get their voices out there. So you can probably guess how things have shifted.
Obviously, I'm not a career expert, but from what I've seen, it's not just games, it feels like the job market isn't really hiring for junior or even mid-level roles anymore. Going back after a break is going to be tough, and in today's climate, a two-year gap can seem like an eternity to recruiters. I'd say your experience plays a big role, and, more than ever, your connections.
You'll have to learn a lot and pick up all kinds of tools, even ones that don't seem directly related to your role. Meanwhile, there are far more opportunities now for independent creators, with lots of directions to choose from. The most important thing is not to let that feeling of doom get the best of you.
For 4 years I've been trying to improve myself and I didn't even get a junior position, should I give up?
I know how hard this can be, some of my friends have been in the same situation. It doesn't mean you're a bad artist, but sometimes it does mean your presentation lacks something. Remember, job hunting is its skill.
I could never tell you to just give up. Going fully indie instead of working in corporate isn't the answer either, since it doesn't pay well right away and doesn't work for everyone. My advice is to find a supportive community, connect with people who share your passion, and seek mentors or role models you can learn from. Maybe there are paths you haven't yet thought about.
Perhaps, you've already done all that. It simply doesn't work out.
I'm not much of an optimist, but even if things are tough right now, when the pendulum swings back and new opportunities come your way, you'll be in a much stronger position because of the investment you made in yourself. That you can absolutely bet on. Nothing is ever in vain.
If you could have been part of the team that made any video game ever, which game would that be and why?
We all have something to say about this, let's start with our Senior Editor, Gloria Levine:
Lately, I've been interested in level design, or rather, telling stories through details in environments. Call it set dressing if you will. The first time I had this thought was when I met a family of skeletons in Fallout: New Vegas. I think it was in a cave, and this scene made me imagine how they felt and met their end. Then, I had this urge to create my own tiny glimpses of stories-that-could-be when I was playing Oblivion. I enjoy "note reading simulators," so I'd like to work on a narrative game or a detective puzzle where I could hide some clever references and feel really proud of myself if someone found them.
On a personal level, I'd love to work with Larian on whatever they are doing. From what I've heard (and written about), they seem like a studio with a healthy work environment, and I think Vincke's heart is in the right place.
Our Junior Editor, Emma Collins, has another view:
I would like to work on a game with detailed and picturesque environments. It's always so engaging when you can explore the game's world with many meticulously crafted elements and scenic locations. The ones that attract me the most are space, nature, and cyberpunk-inspired scenes. Also, as a Harry Potter fan, I would love to participate in creating Hogwarts' magical world and story.
Realistically, I don't think this is something I would want. I studied Game Design and got some hands-on experience, but in the end, it didn't really click. I'm no stranger to crunching, complicated work dynamics, and a pretty brutal job market, and it's clear how all of that can wear you down, both mentally and physically. Hypothetically, being behind the scenes of the early Final Fantasy titles or during the jump to PlayStation 2 would be cool, though.
I hope this doesn't come off as bleak or discouraging, but if it resonates with you at all, just know there are so many options out there. It's also worth taking a step back to rethink your relationship with art. The question, "Why bother with this if it doesn't pay and there's no limit to how good it can be?" is always there. It takes real skill to turn your passion into a career, but it takes just as much skill to keep it as a hobby.
I know way more about video games now than I did back then because it's a multidisciplinary field. The more you understand the world beyond games, the deeper your understanding of games becomes. One big problem in the industry right now is how self-repetitive it can get. So, take it back to basics: step outside your usual medium, study the old masters, go for a hike, attend a contemporary art show, finally play that quirky untranslated game, get curious about philosophy and politics, listen to music in unfamiliar languages, study film theory, and devour a few good books.
I would love to work on a sci-fi story, particularly on a story in the Deus Ex universe. You have the freedom to create your own version of the future, but at the same time, you have to keep so many things in mind to make the future look natural and believable. You also have to make your hero relatable. That's a tough challenge, I believe.
Any game that Valve has made. Not that I'm Valve's biggest fan – though I have immense respect for their developers and absolutely adore games like Portal 1 & 2, TF2, L4D, and others – but to me, they're by far the most mysterious AAA studio of them all, packed with heaps of behind-the-scenes secrets.
I mean, the entire company was once saved by an intern, and that fact stayed hidden for decades until Valve themselves decided to reveal it – how is that not the story of the century? And now imagine how many such stories are still locked away. It's like becoming a four-star general just to learn what's really happening at Mount Hayes – sure, you can't tell anyone anything, but the knowledge alone is worth dedicating your whole life to a single pursuit, whether it's game development or the military.
What were your favorite games growing up?
Tomb Raider: The Last Revelation opened the world of Ancient Egypt for me. I was absolutely mesmerized by the environments but even more – by the puzzles and traps you met there. But I was a huge coward, so I just mostly watched my dad play it on PS1 (I introduced him to the Remaster recently, btw. He appreciated the old tank controls much more than I did.)
Okay, now for the part no one can relate to, probably. When I was about 6, I spent my free time playing Creatures, a game that fascinated me and creeped me out at the same time. I have never met anyone who knew this game, but as Google tells me, there's a whole series of these simulators.
Creatures is a bit like Tamagotchi in a lab: there are aliens that interact with the world, grow up, breed, and die, and all you can do is subtly help them survive by clicking some stuff in the environments or watch them get killed (they were so sad sometimes that I'm pretty sure it traumatized me.) These aliens are like kids: they pick up stuff from the ground, and you can only pray that whatever they put into their mouths was edible. If not... well, there are other creatures to breed.
Speaking of breeding, this is where my love for genetic selection comes from. The mechanic was pretty primitive, the aliens didn't look that much different from each other, but getting to see what two aliens' genes can create together was my favorite part. That's why I love making huge dynasties in The Sims and Crusader Kings 3 now, it all comes from there (honestly, I just want a game that would allow me to breed people with good genetics mechanics.)
But the game was also creepy in a way I still can't explain. Perhaps it's because your creatures could die unexpectedly (and those sad faces, and those sound effects!) or get into some dark corners of this bizarre world... I don't know. You would grow attached to the aliens, but there was always a wall between you: you couldn't play AS them, you could only teach them and hope for the best, and this was one of the best parts as well.
"Words can be taught to the creatures by a learning computer (for verbs) or by repeating the name of the object while the creature looks at it. Once a creature understands language, the player can instruct their creature by typing in instructions, which the creature can choose to obey," Creatures' Wiki page says, and it was very progressive for a 90s game. "The gameplay is designed to foster an emotional bond between the player and their creatures," and that I did, damn it.
Writing all this really made me want to revisit this strange experience. Maybe this time I will be a better keeper.
When I was about 10, I used to go to my friend's apartment (the only classmate who had a computer), and we would play Quake 2 and then The Sims: Makin' Magic (that opening song is forever in my mind, I can sing it if you wake me up at night.) Ah, the good old days.
Then I was introduced to Heroes of Might and Magic 4, and it became my favorite in the series (yes-yes, you can start saying how HoMM 3 is superior, I have heard it thousands of times. The stories are better in 4, period.)
Now, my taste in games is as varied as when my friend and I first destroyed aliens and then built houses with inflatable sofas and lava lamps the next minute.
In my early teenage years, I was a huge fan of Harry Potter games published by Electronic Arts. It was a great way to delve into the magical world, stroll around the castle and the grounds, and take on the roles of the beloved characters. My favorite part was Harry Potter and the Prisoner of Azkaban.
I know this might sound a bit boring, but my household was pretty strict about gaming, so I only got to play Counter-Strike or Grand Theft Auto: Vice City with some of the neighborhood kids. Even so, I got into obscure 2000s PC games, and that's when I started playing around with cheap emulation handhelds that opened the door to all the retro classics. But if I'm being real, The Elder Scrolls IV: Oblivion, Fallout 3, and New Vegas were the ones that truly blew my mind when I was younger.
I played NES and Sega games a lot, then my parents bought the first computer, and I started exploring a new world – Half-Life 1, NFS, Max Payne, Black & White, original Red Faction, Warcraft 1 & 2. I also had PS1 for some time. When it comes to favorites, I would pick original Deus Ex, Half-Life 1, and Silent Hill 2&3.
Pretty much the same games I play nowadays: The Elder Scrolls series. Daggerfall, Morrowind, Oblivion – dang, how many hours have I poured into those, definitely over 10K, that's for sure. Also the S.T.A.L.K.E.R. series, Fallout games (1, 2, and NV), Dune 2000, a bunch of fishing sims, various first-person shooters, and, to my greatest shame, Dota 2 (the only one I don't play anymore).