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How do you create variation in your concept art designs? How do you expand on your concept artwork in order to create the most solid designs in characters, environments, props, etc?

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Do you feel as if you have a good balance of creating your own art and art for games? If so, how do you achieve this balance?

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What hurdles did you encounter when first joining the games industry in a large studio? Was it a trial by fire or more welcoming?

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How do large teams manage to remain consistent with their vision across multiple years & personnel?

Do projects wildly change during development or does the initial vision remain consistent throughout?

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What is it like working on an ongoing/ live service game?

Is it easier adding content once the game is already released or harder meeting deadlines to keep the player base engaged?

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What makes a student stand out when applying to a game studio?

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What’s the best way for students to approach studio professionals online?

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How do you personally balance quality vs. deadlines?

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What has helped you maintain motivation or avoid burnout in production-heavy periods?

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How is AI affecting workflows in your studio (if at all)?

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Which skills will be more important in the next 3–5 years for artists?

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How often are you required to rebuild / rework assets because of late design changes?

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What are the most common optimisation mistakes juniors make in game assets?

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How do you handle handover between concept, 3D, and tech art inside your studio?

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What does a typical day look like for an artist in your studio?

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How much creative freedom vs. constraints do junior artists usually have?

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How did you secure a job in the industry after graduating?

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What was the most useful thing you did outside of university that helped your career?

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Do you offer internships or placements?

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Do you prefer working in a proprietary engine or third party one such as Unreal Or Unity? Also is there any preference between the latter?

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How important is version control knowledge (Git/Perforce) for artists?

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Where in the pipeline do you see students struggling the most when transitioning to industry workflows?

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Is 3D relevant for a 2D artist, or is it still possible to be purely 2D in today’s industry?

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How important is versatility vs. specialism for early career artists?

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What do you look for in a portfolio when hiring junior artists?

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What mistakes do you often see in junior portfolios?

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Are ArtStation pages still the standard, or do you look at other platforms too?

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What type of tools do you build for the engine, also what type would you like to build in future?

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How often do code & art communicate? What barriers exist between them or is direct communication easy?

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Has work from home affected Rare's studio structure significantly over the past few years?

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When you think of great escape rooms, which mechanic stands out as your favourite?

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Advice on applying to placements, What do studios look for in portfolios, and do they appreciate reaching out through email to see if they offer placements.