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.
Marvel at the amazing work of Andrew Hamilton – the Art Director at DICE, who contributed a lot of work to Star Wars Battlefront.
Andrew Hamilton is a very experienced artist, who worked on a number of high-budget projects for consoles and PC. He’s especially well-known in Sweden, where he had the pleasure of working with many popular studios, including Grin, Starbreeze and DICE.
His body of work is immense. During his time in gamedev, he managed to provide art for Bionic Commando, Bionic Commando Rearmed, Enemy Territory: Quake Wars, Battlefield 4 and Star Wars: Battlefront. He’s currently working on Star Wars: Battlefront 2.
During his work at Battlefront he contributed a lot to the Endor scenes, working as a Lead Environment Artist.
To achieve better results Andrew and his team extensively use photogrammetry and other modern technologies to build better more realistic content.