Prop Art
Props: the objects that fill a game world - crates, furniture, tools and debris, built to be reused and cheap to render.
Prop art is production art with strict rules. A piece is modelled high and baked to low, unwrapped for a sensible texel density, given LODs and a collision mesh, and textured so it sits in the same material family as everything around it. Trim sheets and shared atlases keep memory and draw calls down, and modular kits mean one asset serves twenty rooms.
Postings name Blender, Maya or 3ds Max, ZBrush for the high-poly pass, and Substance Painter or Designer for surfacing. Portfolios are read for silhouette and wear: a crate that reads at ten metres and does not repeat visibly across a street is the test.
Environment Art composes the space and its mood; Character Art follows a different anatomy and rigging path. This skill is about the objects in between, and about the discipline of making many of them to one standard.
