I concur 100% with that sentiment. Artistic experience and vision are critical. My comments are more to the practice of using ZB in a production environment, and it’s better to learn good habits early (just as in traditional arts like sculpting and painting) than to unlearn bad habits later.
I can’t speak for how Blizzard hires their folks (I only have one colleague there and he’s a character artist who works strictly in 2D mediums right now.) I just know that if you come to us with only ZB on resume (versus Maya, 3DMax, Softimage, or even Lightwave) you’re not going to have an easy time of against resumes that show a diversity of packages.
Speaking purely for myself when I hire a character designer (which is rare) I look for traditional artistic talent, vision, and a mastery of some tools in their field (not all by any means, but at least some.) Most of the best designers in projects I was associated with, had significant skill in traditional media, a phenomenal grasp of human and animal anatomy, and extensive willingness to put in long hours and work ridiculously hard. I have never seen anything to indicate to me that mastery of any single package or tool is requisite for success.
-K