I draw things that people ask me to draw. And when I'm done, those things are accurate and functional and everybody is happy. Then we go to lunch. Rinse, repeat.
But seriously: I work back and forth between Photoshop and 3dsMax. I use the modeling to make sure that my concepts are solid and will actually work in a three dimensional space. A side effect of my process is that I can deliver block out assets on everything I do. My concept work has been improved by my experience in the trenches making in-game assets, as I thoroughly understand what the production artists need to get their jobs done. My work is very outsource friendly, since I can deliver the whole package of block outs, concepts, references, etc.
I'm fast, efficient, collaborative, and flexible.
My first full time dedicated concept position. I work back and forth between 3dsMax, and Photoshop to provide accurate and well thought out concept work. Once approved I can provide 3d blockout assets to the appropriate teams to help their tasks. I am a generalist when it comes to what I can concept and model, but over the last several years the needs of the project have had me specialize in architecture, equipment, and game props.
I take pride in the fact that the teams I work with look forward to my concepts.
Hired as a character modeler and texturer, started helping out with everything else. Did a lot of character, environment, and equipment concept and production. Eventually worked my way up to Art Director. Never stopped doing production work. Really learned a tremendous amount about production and game design, and how art can work well with those teams. Some interface work, some mentoring.
Worked at this wonderful little studio modeling and texturing 3d vehicles and environments. Did a lot of texture painting, some interface graphic work, and light concept duties.
Worked as a senior artist at the studio, duties which included : 3d modeling of characters and equipment, texture painting, concept work, storyboard work, light animation duties, and mentoring.
Worked as a lead artist and concept artist for an unpublished 3d arcade shooter. Mentored other artists, worked with studio leadership to establish the look of the game.
My first job, learned Animator Pro (yeah, I'm dating myself), and 3dStudio R4. Mainly worked as a texture artist, all 2d work. Mentored where needed, did some very rough concept work.