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hmm still chance to get a job

Ruz
polycount lvl 666
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Ruz polycount lvl 666
been humming and harring and about applying for work, aged nearly 48 now. wonder if I still have a chance.
not sure about it tbh. freelancing is not paying that well and I need to earn a more regular income
might be a bit crap if I get hired an everyone is aged like 20+ lol

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  • slipsius
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    slipsius mod
    Just apply... At least then you`ll know for sure.
  • Ruz
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    Ruz polycount lvl 666
    well i have and it's been a bit hit and miss. i did actually get a chance of a job as outsource manager, but didn't really fancy it
    I am more the solider in the trenches type
  • Bletzkarn
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    Bletzkarn polycounter lvl 6
    I think if your work is good then that's all there really is to it. 
  • MM
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    MM polycounter lvl 17
    age is irrelevant if you have the right spirit, passion and dedication.
    what industry and what position are you interested in ?

    things that are currently hurting you:

    your portfolio lacks consistency and focus
    you have too many wip or just sculpt and not enough finished art
    you have too little to show considering the time you have been in this industry. i understand the quality vs quantity argument but even then you need more finished art to show.
    your artstation is not organized, ie. you put all worked under one post which at first glance from main page looks like you only have one entry in your portfolio. things like these make potential employers think you might be either lazy or careless or both.


  • Justin Meisse
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    Justin Meisse polycounter lvl 18
    I hate to say it but you're going to have to start taking those lead/management jobs.  Age shouldn't matter but we should also get compensated for all those overtime hours, the games industry is not a field that really respects labor laws and norms.  I have personally seen the discussions "this applicant should really be an art director, how's he going to handle taking direction from someone much younger with less experience?
  • MM
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    MM polycounter lvl 17
    I hate to say it but you're going to have to start taking those lead/management jobs.  Age shouldn't matter but we should also get compensated for all those overtime hours, the games industry is not a field that really respects labor laws and norms.  I have personally seen the discussions "this applicant should really be an art director, how's he going to handle taking direction from someone much younger with less experience?
    this is actually one of the biggest issue i see in the game industry currently. just because one has all those years of experience on their resume does not qualify them to be an art director. their art work should be the biggest factor in addition to previous leading/managing experience. dont be one of those art directors who the artists do not respect and may even refuse to listen to. if someone thinks you will have problem listening to a younger art director then that it their problem and a bias.
  • slosh
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    slosh hero character
    MM said:
    I hate to say it but you're going to have to start taking those lead/management jobs.  Age shouldn't matter but we should also get compensated for all those overtime hours, the games industry is not a field that really respects labor laws and norms.  I have personally seen the discussions "this applicant should really be an art director, how's he going to handle taking direction from someone much younger with less experience?
    this is actually one of the biggest issue i see in the game industry currently. just because one has all those years of experience on their resume does not qualify them to be an art director. their art work should be the biggest factor in addition to previous leading/managing experience. dont be one of those art directors who the artists do not respect and may even refuse to listen to. if someone thinks you will have problem listening to a younger art director then that it their problem and a bias.
    I agree, doesn't matter who is above me, if they have the skills, experience, and management ability, I will follow their lead.  If I am put in a place of management, I hope it's for the same reasons and not simply because of the time I've been in the industry.  I have come across my share of ADs that don't have those all around skill sets and it is tough to have an utmost respect for them.  Fortunately, the majority of the ones I worked directly under have been solid to great.
  • Justin Meisse
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    Justin Meisse polycounter lvl 18
    "if someone thinks you will have problem listening to a younger art director then that it their problem and a bias."

    Yes, it is a bias, what's your point?
  • MM
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    MM polycounter lvl 17
    "if someone thinks you will have problem listening to a younger art director then that it their problem and a bias."

    Yes, it is a bias, what's your point?
    point should have been obvious. one should not want to work at a place where they are hired by someone who has such bias. who knows what other bias they have. not to mention, this bias would also be a form of ageism.
  • Justin Meisse
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    Justin Meisse polycounter lvl 18
    but it happens, a lot, and you probably won't know it because it's illegal.
  • MM
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    MM polycounter lvl 17
    but it happens, a lot, and you probably won't know it because it's illegal.
    i really dont see what your point is actually ?

    it is like saying "hey we know there is sexism so you better dress up like a man if you are a woman to get the job"

    anyways, i digress. i hope i made my point clear to Mike at least and thats all that matters.
  • kanga
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    kanga quad damage
    Your stuff looks pretty good to me. Only thing I can think of is you might push your anatomy a bit further. As far as age goes I suspect older folk are more expensive and are perceived to be less flexible. I am also pretty sure studios want a young and dynamic team of groovey trend savvy individuals. I cant really say I blame them. At the same time I agree with many posters here that if your folio is brilliant than all those considerations go out the window. The competition is pretty high though and there is a lot of brilliant work floating around out there.

    Hope you get what you want.
  • Ruz
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    Ruz polycount lvl 666
    mm, yeah i think that I have listened to other people in the past who say only put you best most recent work
    up. I have done that more or less on my main folio page
    it's true I have loads of work that i could show, but some of it is still nda and will not be able to be shown ever.
    I will have a look at reorganising my folio, particularly my artstation stuff
    I think a lot of my stuff is a bit unfinished because I stuggled  a bit with the anatomy side of things/also cloth re zbrushing
    for a while but i feel a bit more confident with that now.

    The competition 'is' really tough these days I agree, so it might be hard to get a job, but i will give it a try anyway

    i am still interested in games, but there are other jobs going now like VR /vfx, but I still think games
    is what i am interested in most

    working with younger art directors would not bug me if they were good art directors. I do actually work
    freelance you know:) and have to take loads of feedback anyway
    being an art director would be tricky i guess as it's not just characters you are giving feedback on, there's environemtal
    stuff, UI etc, which is not my thing really.
    I did have an interview for outsource manager recently, but decided against it. might be a bit boring tbh( for me at least)
    always my main motivation has been creating art, not sitting in meetings all day
    My missus really wants me to start my own company, so that is also an option, but a slightly more perilous one
  • Bruno Afonseca
    I have a handful of coworkers that are close to being 50 and they work in the trenches too, their age was never an issue for anything.
    That said, I can see ageism being a thing, but then they'd only find out when interviewing you in person, right? 
  • slosh
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    slosh hero character
    slosh said:
    I have come across my share of ADs that don't have those all around skill sets and it is tough to have an utmost respect for them.  Fortunately, the majority of the ones I worked directly under have been solid to great.
    @slosh Regarding those "all around skill sets," considering how specialized most people are now in the AAA space, it really makes me wonder where the next round of great ADs will come from. Indie development, perhaps.
    Yea that is a valid question.  Indie dev would allow people to wear multiple hats much easier.  Though, I think it is possible for an AD to have a more specialized skillset but still manage the overarching art style.  It's kind of a like a head coach in sports...you have the final say but you trust your assistant coaches to make good decisions as well which would basically be your leads.  

    Anyway, Ruz, sorry I got off topic.  I agree that your stuff is solid.  It does feel a tad scattered and there's nothing that really "blows" me away.  Maybe you can work on something really high end as the focal point of your folio.  Even if it's just a bust it can have a large impact if it has the utmost detail and is executed flawlessly.  Good luck buddy!
  • Ruz
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    Ruz polycount lvl 666
    slosh , yeah i have about 500 pieces on the go at the monent, need 1 really nice piece finished I guess.
  • Justin Meisse
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    Justin Meisse polycounter lvl 18
    MM said:
    but it happens, a lot, and you probably won't know it because it's illegal.
    i really dont see what your point is actually ?

    it is like saying "hey we know there is sexism so you better dress up like a man if you are a woman to get the job"

    anyways, i digress. i hope i made my point clear to Mike at least and thats all that matters.
    Since you're putting words in my mouth I have to come in for one last reply:

    No, I'm saying meritocracy is a myth that we tell ourselves to feel better about the industry.  It's a good thing to believe in but coming in and saying age doesn't matter is just blowing smoke up Mike's ass.
  • Kwramm
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    Kwramm interpolator
    I'm with justin here - management jobs will likely be a better fit. If you feel you're a guy who loves being ont he production floor, then I would recommend looking for a job where you actually spend time working with the team by giving feedback, mentoring them, etc. This should be your strength if you've never been in management before. The stuff about planning work - you can learn this. It's just not fun, but with some elbowgrease and determination it is possible.
    Also, seeing other people succeed, helping them by sharing your wisdom, can be very rewarding!
    edit: spelling
  • Ruz
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    Ruz polycount lvl 666
    good point KWRAAMM and remember folks I did used to be a senior character artist before I went freelance back in 2007.
    It's not as though I have never worked in a studio before:) though I am sure things have changed a fair bit.
    I can either carry on doing the cartoony stuff which I  enjoy , maybe a mobile game studio is the best fit
    OR ramp up my zbrush stuff and aim for the more realistic end of the market.
    I mainly zbrush in my spare time , but most of my production work is semi cartoony.
    I do prefer the workflow for the lattter and is less time consuming/stressful overall.

    anyway if I get any hassle about my age i am old enough to deal with it:/

  • MiAlx
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    MiAlx polycounter lvl 10
    Just to cheer you up, a new hire (engine programmer I believe), who was hired a couple of days ago here at CDPR is 45+, at least here nobody cared about his age. I wouldn't be surprised if age could be an issue for some companies, but at least for sure not all care about that :)
  • MM
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    MM polycounter lvl 17
    MM said:
    but it happens, a lot, and you probably won't know it because it's illegal.
    i really dont see what your point is actually ?

    it is like saying "hey we know there is sexism so you better dress up like a man if you are a woman to get the job"

    anyways, i digress. i hope i made my point clear to Mike at least and thats all that matters.
    Since you're putting words in my mouth I have to come in for one last reply:

    No, I'm saying meritocracy is a myth that we tell ourselves to feel better about the industry.  It's a good thing to believe in but coming in and saying age doesn't matter is just blowing smoke up Mike's ass.
    of course ageism exists and is not going anywhere same as any other bias. this should be obvious to everyone. i just dont see the point of bringing this up. but saying meritocracy is a myth is a blanket statement. there is a mixture of both ageism and meritocracy in all places and in variety of degrees.

    i read Mike's post and like he said he is more of a soldier type who likes to be involved directly in the production and likes doing the actual work rather than telling others what to do. i can relate to him and i personally feel the exact same way.

    so my suggestion is mainly targeted at Mike with consideration of what will keep him happy and based on what he said above, a management role is not for him. this is why i suggested to put more effort on his portfolio and work hard to keep working as an artist and making stuff.

    however, if you cant absolutely find any work as an artist then you might have no other choice than to venture into management and other roles just to pay the bills.
    switching to management/art direction seems like a retirement choice to me for some people who have given up on some degree or are burnt or tired which can happen after a long time, but i dont know if it is that time yet for Mike. only he can decide that for himself.
  • Kwramm
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    Kwramm interpolator

    MM said:

    people who have given up on some degree or are burnt or tired
    Those are the managers NOBODY needs or wants. If that's your experience with the leads you worked with, then I feel sorry for you. Beause that's not how it should be.

    As AD you would be expected to lead - to push your team, to give them the direction, motivation, support, training and time to work uninterrupted. To push their envelope while at the same time avoiding overtime death marches and still sticking to time and quality budgets. This means you still need to stay up to date on workflows and tools, because you will be responsible for your team mastering those. This ain't a job for retired arm chair generals who just lean back and give orders (in fact, then you'd be called dictator and not manager, because you ain't "managing"  this way!). It is okay if your artists are better than you - they're your specialists; you're there for leadership and feedback. But there's no excuse for an AD who's not up to date on tools and workflows and who doesn't constantly try to improve himself, his team and their workflows. You really gotta be involved and knowledgabe to give good feedback and to have people trust your judgment.

    I strongly want to disencourage everyone to think of management roles that way, because people with this attitude are exactly the reason why working at some studios is shit. Don't do this to your fellow artists!
  • MM
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    MM polycounter lvl 17
    Kwramm said:

    MM said:

    people who have given up on some degree or are burnt or tired
    Those are the managers NOBODY needs or wants. If that's your experience with the leads you worked with, then I feel sorry for you. Beause that's not how it should be.

    As AD you would be expected to lead - to push your team, to give them the direction, motivation, support, training and time to work uninterrupted. To push their envelope while at the same time avoiding overtime death marches and still sticking to time and quality budgets. This means you still need to stay up to date on workflows and tools, because you will be responsible for your team mastering those. This ain't a job for retired arm chair generals who just lean back and give orders (in fact, then you'd be called dictator and not manager, because you ain't "managing"  this way!). It is okay if your artists are better than you - they're your specialists; you're there for leadership and feedback. But there's no excuse for an AD who's not up to date on tools and workflows and who doesn't constantly try to improve himself, his team and their workflows. You really gotta be involved and knowledgabe to give good feedback and to have people trust your judgment.

    I strongly want to disencourage everyone to think of management roles that way, because people with this attitude are exactly the reason why working at some studios is shit. Don't do this to your fellow artists!
    @ KWRAMM - you have completely missed my point. do you really think that i think all art directors/managers/etc are burn out has been ? i mean come on...

    my english must be really bad. seems like i have to point out the obvious again.

    there are many many great art directiors and i have had the pleasure to work with many such and am currently working with many such managers/leaders/ADs etc. these are the people who truely love being in that role i would assume and they chose to be there not because they ran out of work as an artist but because this is the role that they qualify the most for and have the appropriate experience/skill-set for it.

    Mike explicitly pointed out that he likes making the actual art rather than managing. he prefers to be a soldier rather than a leader. i can relate to that. for people like us, it MIGHT feel like it is a last resort to get a job in management role or an art direction role since our main interest is in making art and not directing or leading others. however, given time people like us might mature and grow into good managers or leaders but it didnt seem to be that time for Mike based entirely on Mike's post. but once again this is something only Mike can decide for himself instead of us rambling on.




  • Eric Chadwick
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    I'm heading towards the upper end of the age scale, at 48.

    I'm working 90% hands-on, as a Lead Env Artist, and have been doing similar roles for most of my career.

    I've had to work with ADs who were less than stellar. I treat it like any professional should IMHO. I simply try to remember it's a commercial art job, not fine art. I'm not working for my own pleasure. I'm working for someone else, they're the client. If they really want something, even though I disagree with the direction, I may make a recommendation but ultimately I follow their lead, and put my best effort into it.

    The biggest constraint for me is geography. My wife and kids want to stay put. So I need to find roles in the immediate area. That means lots of networking, never burning bridges, etc. You know the drill.

    FWIW there are other real-time 3D art roles worth taking a look at. Not as exciting as games maybe, but sometimes more money to be made. Architectural, VR, medical, military, gambling games. 

    Great thread Mike.
  • xvampire
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    xvampire polycounter lvl 14
    I honestly don't see why you can't get any, your art is good.

    but i guess nowdays if you want to apply for freelance, you better get a bit flashy on the website and marketing .  ( i see Jonas for example : just .. advertise everywhere even in some Indonesian language CG forum ^^ , dont worry it is legit strategy ) 
    and remove some average  art ( no matter how good the payment ) 


    speaking of money, I can understand that payment can get a bit hard on high living cost area. 
    when I get here in UK , I am genuinely surprised on how expensive the housing for student's shared room standard.  I could get nice furnished apartment  just for myself in Montreal around downtown, for the exact same price.  :( 



     maybe what about making art assets and sell it for affordable price in several online  marketplace? 
  • erroldynamic
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    erroldynamic polycounter lvl 18
    I have a good friend who is 61 and still working in the trenches (concept art). He worked on Command and Conquer and Blade Runner so he's been at it for a long while. He's had offers of Director and Lead positions but all he wants to do is make art, he never had to take any of those offers. He did teach for a short stint but that wasn't for him either. 
  • Ruz
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    Ruz polycount lvl 666
    MM - you are right in that I do prefer to create art than to talk about it. I started  out as a 2d illustrator and  what has kept
    me going is my enjoyment of art .
    I think the reason i would not fancy being an AD is that it's a way stressful job I guess. you really have to be a people person to succeed in that area.I do enjoy working with other artists but on the same level ie bouncing off ideas
    and problem solving.
    I am not saying I would never do it, but my main motivation is creating pretty things to look at :)
    My zbrush stuff has come along great of late  and I will start posting some of it soon.
    i did apply for one job, but no reply yet  - not that many senior art jobs about it seems and like Eric
    mentioned I have a family and feel a bit limited to where I can relocate to. London is way too expensive right now

    xvampire - yeah need to improve my folio a lot its true and TBH I need to get in to posting back on forums and getting
    noticed - been hanging in the background for a while now.
     I was basically a texture artist and it's taken me a long time to become a competent zbrush artist/modeller
     ie to the same level of confidence as my texture art
    might consider getting in tp other areas of 3d if nothing comes up in games
    erroldynamic - that's way cool, he will probably retire as a games artist

  • MM
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    MM polycounter lvl 17
    hi Mike, i started out freelancing while i lived in NYC and it was pretty expensive there. back in 2014 my monthly rent for 1bd apt was ~$1500. then i moved to Florida in late 2014 and my cost of living dropped at least for the rent. now i pay around $1180 for a 3bd apt. however i am single and dont have a family so it was easy for me to move. i dont know if you have an option to move out of the big city to a smaller city since for freelancing all you need is good internet and for good living it just has to be a decent city with good neighborhood amenities. it just doesn't need to be one of the biggest city in your country. i think London is the most expensive place in entire UK but i may be wrong.

    also, since you brought up the topic of your portfolio i think i should give you my honest feedback without any sugar coating.

    you keep mentioning that your zbrush skills are not up to par or you started out as a 2d guy and texture artist. looking at your portfolio, i think your texture work is the weakest feature in your work specially if you want to be in game industry. sure your zbrush work could improve but it is pretty decent already IMO.
    however, if you are interested in being an artist in game industry you need to make more art with focus on detailed textures either handpainted, stylized or realistic. a semi-decent model can come out pretty good looking only because of a great texture. currently you have almost no models with detailed textures or variety of material definitions. lot of them have flat toon-shade style textures and only your die hard model has little bit of detailing on the paints and that is about it. your strongest works are the characters from "Bubble Genius 2015" and they remind me of the works of Andrew Hickinbottom. may be that is the style of work you are more good at ? find your passion and focus on that.

    so to recap, your strong points are:
    1. you have clean work with marketable production value.
    2. your model execution and presentation is also clean.
    3. you have a variety of styles in your models from realistic to stylized.

    your weak points:
    1. you lack focus, having variety is good but you need more finished characters in one focused direction and may be accompanied by variety of few other types. find your passion and focus on something.
    2. you dont have texture work samples that do detailed texturing or painting capabilities or knowledge of different material definitions. you need this at some level no matter what tool you use if you want to be successful in game industry as an artist.
    3. you have too little work to show for the time you have been a professional. i know it can be hard to find time to do personal work but you need more art to market yourself better and attract more clients.



  • Ruz
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    Ruz polycount lvl 666
    Hi Mm - yeah re moving house, we did exactly that. moved out of london back to my home town 2 years ago, so things are
    much easier finacially, but I have lost out in terms of getting in house work at vfx companies. So probably living in a city is a better idea,but as I say really expensive.
    re my texture work, I just haven't chosen to show much of that work in my current folio, because I figured the hand painted stuff I used to do is no longer marketable.  also re styles, I did actually work on a project with Andy Hickinbottom on a project at nexus:)
    I think I do enjoy doing less photorealsitic work , but maybe I want to be doing some thing a little more serious. The thing is, doing overtly photorealistic work takes a hell of a long time and is waaay stressful at times,especially as revisions seem to take longer
     The bubble genius stuff is a straightforward process for me overall and is fun to work on
    I suppose I should really stick to that kind of work if I want to actually have an enjoyable career and actually make some money

    re volume of work i think i will add back in some of the work and reorganise .
    thanks for the feedback MM and others, much appreciated. will post some folio/artstation updates soon
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