I got a reply from Jeffrey Moy @ Raven Software, check out the URL below for his replies!
Aspring concept artists:
This is a page that isn't finished, I hope to add more concept artist's replies to it. For now, read Mitchell Coties replies to 13 questions I sent him
Pro concept artists:
If you would like to answer these questions for others I'm sure we'll appreciate your time. Feel free to post right in this thread, and thanks!
+ 1. What is your definition of concept art?
+ 2. What is the most important factor in concept art?
+ 3. What is a typical day like for you as a concept artist?
+ 4. How important is it to draw from life and apply this
to your concept work?
+ 5. In your opinion, is it best to be master of one aspect of
concept art (i.e. characters) or jack of all trades (characters,
vehicles, environments)? I figure it is best to be diverse, because
despite the impressiveness and broad skill, a game developer isn't
going to necessarily pay more money for more artists when one is
successful with that which a few or more artists may accomplish
individually. If one were to excel in just one area of concept
design, is it worth it for them to apply to the industry?
+ 6. What are game developers looking for in and from a potential concept artist?
+ 7. The majority of concept art I see has a commonality in the style:
characters with huge boots, mechs and more things I can't recall at
this moment... basically, it's not very often that I see something
fresh or innovative. Many game developers strive to innovate, but it
seems things are just rehashed. What is your view on this?
+ 8. For a general piece of concept work, how long does it take you
to complete? What are the steps you take - from beginning to finish
on a typical concept piece?
+ 9. Along the path of improving and growing as an artist,
what do you feel, is mandatory to learn and discover,
for an aspiring concept artist?
+ 10. Do you find yourself learning and improving throughout your
career as a concept artist, or do you for the most part,
feel accomplished as an artist?
+ 11. If you get to the point where you're not happy with a piece,
i.e. perfectionist mood - what do you do to alleviate this?
+ 12. When the game developer asks you to conceptualize something/things,
what are some examples of deadlines?
In what way do you work to meet or beat those deadlines?
+ 13. Anything else that I/we should know?