Hello ! I am a video game student @ILOI & I am very thankful, your speech is very motivating .
Except the dude clearly doesn't know much of anything about the 3D game pipeline. Yeah, if you're very skilled, a high poly sculpt could, certainly. But then there's retopology, UV mapping, texture baking, rigging, animating, other means of optimization once imported into the engine. Granted it wouldn't take anywhere near the production time of a AAA character (Which the High-poly sculpt took maybe 10-15 hours altogether, but the finished character took ~94 hours). And granted pokemon models aren't nearly as complex as that, but I think at least a 1-3 hours from start to finish to be a fair average expectancy of artists who know the work flow well enough. I just hate how people are so critical of artists when they clearly don't understand what goes into it.
Gamedev veteran Daedalus51 is working on an amazing series of videos dedicated to the challenges of lighting. He makes videos where he goes over UE4 shots or through scenes, showing tricks and tips and improving the scenes.
The artist is now working as a lighting artist at DICE. He contributed to the creation of Star Wars Battlefront Expansion Packs and the PSVR Mission.
Daedalus51 has started working on a new scene, launching a series of videos:
There is also the first session for you to check out:
You can find more parts here.
The artist is also constantly updating his Unreal Engine thread for everyone to learn.