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versatility in your portfolio

polycounter lvl 11
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Mike Yevin polycounter lvl 11
since im currently working on some new art for my portfolio, ive been thinking quite a lot about what kinds of variety i need to portray within my work.

specifically, in my situation, most of the studios around town seem to be working on quite a bit of mobile/social games that dont require the same level of "next generation flair" that triple a titles have nowadays.

this isnt a problem by any means, i love me some low poly, but i find that artists are stuck in between the technological advancements in mainstream game design and the new wave of portable media devices we have easily available to us.

personally im in a position where, having no professional experience under my belt, i dont want to hinder my chances at getting any industry job whatsoever.


so polycount community, is it worth it to have a few low poly pieces included in your portfolio to appeal to studios that may not be working solely with current generation technology? or does the inclusion of this type of work hold you back?

Replies

  • Ben Apuna
    I think you might want to tailor your portfolio to the studios that you are applying to.

    Another thought would be to have two portfolios, one for current gen art, another for mobile and lower spec art.

    Then just point potential employers to the appropriate portfolio.

    In the same way most people shouldn't try to do characters and environments at first. It might take more than a trivial amount of effort to be really great a both current gen and low spec art. So know what you are getting yourself into and don't spread yourself too thin.

    EDIT:

    You should also consider that mobile devices and web browser tech are both advancing rapidly. So low spec might not stay so low for very much longer. Studios that can afford it might start aiming for higher spec art. Flash's molehill and iPhone5 are right around the corner with HTML5/WebGL nipping at their heels.

    EDIT2:

    Some sort of related threads:

    Should portfolios demonstrate versatility?

    Generalist vs. Specialist
  • Tenchi
    Current Gen studios will focus on the pieces in your portfolio that are relevant to them. If you wish to include low poly pieces, segregate them into a separate gallery. Definately do not mix your models together, make your porfolio clear ^^
  • Wesley
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    Wesley polycounter lvl 13
    This is something that I've been thinking about as well. Whether to put the time into a couple of low-poly pieces for my portfolio. Surely if they're the last two things on the portfolio bigger next-gen studios will see them, see their is diversity, but it won't "tarnish" the other pieces.

    Also sometimes when applying for studios you don't actually know what they're making. For a lot of industry outsiders it doesn't seem completely implausible for a big studio to also have a small team making a mobile/web version of one of their IPs. For all we know Epic are making an iOS Jazz Jackrabbit game.
  • Mike Yevin
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    Mike Yevin polycounter lvl 11
    ben: i agree that mobile and web browser tech are quickly becoming powerhouses and pretty soon they wont be so low poly, which is why i am in my predicament. and im not really talking about trying to be a master with low poly by any means, more like simply showing i know how to accomplish art with limited poly budgets; this low poly work would be below all my other work or possibly on a separate page completely.

    tenchi: good advice, if i decide to include any work it will be clearly separate from my current gen work
  • Snader
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    Snader polycounter lvl 15
    Ben - on the other hand there are genres like RTS, tower defense, etc, that still require quite lowpoly work. Plus "around the corner" doesn't mean "widespread in a year". Current 3D games are still somewhat limited to flagship devices. My phone still has some framerate issues with Raging Thunder, and that's not exactly boasting amazing graphics:
    mzl.zzegidow.320x480-75.jpg

    In fact, I feel that we'll start seeing a bit more growth in the mobile 3D sector, since the 3DS can render more than 150 tri-characters, and because in a year or 2 the average phone can also handle some light graphics.

    What I will say, though, is that we'll see a difference in the type of lowpoly graphics. We'll have 200~1000▲ characters, but they're going to be very different from PS2 models: they'll have normal maps, reflections, a bunch of shadery stuff going on too. The traditional style will still be used, but especially the PSvita will push shaders a bit further.

    Also, keep in mind that even when regular games catch up to current console standards, we still have the RTS genres to migrate to phones, which will then require lowpoly again. And then even still, there's style and budget and retro etc, which will keep lowpoly going for quite a bit, in the same way that pixel art is currently used: retro-feel but a bit nicer. For example, Minecraft doesn't really have awesome modeling, but this looks very stylish:
    [ame]http://www.youtube.com/watch?v=d2caTH1up88[/ame]

    Of course this could be my optimism and love of lowpoly speaking, but I have the feeling it'll stick around for quite a bit...




    Mike - I think it would suffice to merely have different subpages on the same portfolio. Then you just link the appropriate page to your future employer, and then they will or won't stumble on your versatility by themselves. I DO however agree with Ben that you shouldn't try to tackle everything simultaneously. Make sure you either get high-spec or low-spec down pat, depending on what you wanna do most (i'm guessing high-spec?), before you do the other.

    So I see no harm in showing some diversity, but make sure there's still a clear theme, a leitmotive, in your collection. This doesn't only involve technical specs, but also the style(cartoony/exagerrated/real), subject (prop/char/enviro) and setting (current, fantasy, scifi). I reckon your 'main' themes should be clear visible in your work, but you could mix and match a bit.

    So you could have 4 items:1 current-gen spacemarine, 1 lowpoly spacemarine, 1 lowpoly space prop and a current gen WW2 enviro. Even though the 3 latter things are not 'current-gen-scifi character', they are 'current-gen', 'sci-fi' or 'character'.
  • Two Listen
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    Two Listen polycount sponsor
    I think you should just put all your most awesome stuff in your portfolio. So long as it's 3D game art I don't see the point in a separate portfolio or anything.

    It's one thing to have a portfolio and have a separate section for toys you've made, real world sculptures you've done, sketches, digital paintings, 3d models, environments, characters, props, etc. That's clogging up your portfolio with too much stuff, nobody will know what your focus is.

    But if it's just low poly/high poly, so long as it's in the same realm - same job title type stuff, then put it up and be proud of it. You might want to put current gen work one right after another, and then all your low poly stuff underneath of it or something. But so long as your work is easily accessible and doesn't make you look like "I WANT TO DO EVERYTHING IN THE WORLD", I think you'll be fine.
  • Mike Yevin
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    Mike Yevin polycounter lvl 11
    Snader: i fully agree with you, low poly isnt going anywhere for a while, and even when we can advance technologically past it, there will still be titles that utilize the style (ex. minecraft).

    i am confused though when you say i should focus on a "theme" with my work (whether its involving style, subject or setting) because i feel it would benefit you to show that you are able to not only do super realistic next generation work, but also fantasy type work as well. same goes for someone who fills their portfolio with piece after piece of "scifi object #45498" or "scifi environment #450398". in my opinion this would come off as you not being able to break out of your comfort zone and produce work that fits with the studios needs and wants.

    am i wrong? or did i just misunderstand?

    Two Listen: this is honestly the way of thinking ive been rolling with, that way i have a decent amount of versatility in my work without looking like i have no clear focus. if i ended up doing any sort of low poly props or environments, they would be near the bottom of the page, away from any immediate attention, but still available for future employers to gander at.

    i do have a lot of other "mediums" that i work with, but if they were included whatsoever in my portfolio, they would be hiding in a far off link that most employers wouldnt care to look at. i am leaning towards separating the two "types" of work completely though, it just seems like a better idea
  • Ben Apuna
    @Snader:

    Absolutely! I love low poly and pixel art and hope they will stick around for a very long time too. I also think games will continue to use these low specs for many reasons, target platform, style choice, budget, game genre, etc... as well.

    I just mentioned that low might not stay so low because I think some studios (not all, probably only the few that can afford to) will try to chase the advancements in tech to make higher spec games. Hopefully that will turn into more job opportunities for people who can show that they have current gen art making skills.
  • Hazardous
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    Hazardous polycounter lvl 12
    Dont take this the wrong way because i dont mean any harshness whatsoever toward you Mike Yevin, but I think versatility in a folio is for n00bs. To me it feels like something a n00b would do, similar to a blanket email a n00b would send out to 50 game devs explaining why they are the best n00b to hire. By default having versatility in your folio means you spent time doing many things which means again that you could have spent that time getting a shitload better next gen stuff, or low poly stuff, or a company tailored specific style etc etc etc

    I totally get that it doesnt mean a lot when your goal is to simply get a job in the industry. But I honestly believe its worth just chilling for a second, and thinking hard about what YOU yourself wants to do as an artist in this industry instead of what the industry determines you SHOULD be as an artist.

    If you like next gen stuff, go for it, and even narrow it down further - only like guns ? Then be the best at making next gen guns. Only like making badass next gen monsters - same deal.

    I guess the problem is, if you like making it all, the tough thing then becomes choosing something to focus on, but you should at least be able to narrow it down somewhat purely by measuring the enjoyment factor you get out of the creation process.

    Look at this folio: (soz Ben have to keep using you as my example :P)

    http://benregimbal.com/

    I see some of the best low poly handpainted art on the planet - and I see some equally sick high poly sculpts. All of the work is stylised, quirky and expressive - top top shit, by a top top bloke.

    But wait a sec, *shock* wheres the phototextured realistic human?!?!
    Wheres the next gen gears of war soldier?!?!
    Wheres the next gen mmo character?!?!

    Come to think of it, its a majority of low poly and hand painted stuff, or high poly sculpts only.

    But who cares ?

    You don't approach Ben Regimbal and ask him to make a 20,000 tri WW2 soldier using 2048 photo textures?!?! (you can try but heel probably tell you to piss off lol) in the same way that you wouldnt approach Justin Beiber if you wanted to make quality music (ooo burn).

    So I guess my ultimate point is focus on what YOU want to do, and put all your efforts into nailing it - trust me, youll eventually find your place by doing that, and everything will work itself out. :)
  • Mike Yevin
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    Mike Yevin polycounter lvl 11
    Hazardous: absolutely no offense taken, and i appreciate you taking the time to respond. i definitely agree with you, and your saying something very similar to Ben which is i shouldnt spread myself thin. i can see very easily getting caught up in trying to make many different types of things and only becoming decent at best at any given one of them. id rather bust my ass with next generation environments than try and pump out low poly just for the sake of "being able to work my way through it".

    environments are where i want to be, and i also believe they are my best bet to get my foot in the door. im just going to focus on pushing this new rig to its limits, and getting some kick ass next generation quality work out there. ive been wanting to try out some dx11 stuff but never had the pc to do it until now.

    thanks a lot everyone for your replies, you definitely have guided me into (what i think is) the right direction. now its just time to put my art where my mouth is and get some work done.
  • Mark Dygert
    I'm sure the thread is packed full of great advice, and I haven't read it but I'll toss my 2 cents in just in case there is something someone missed.

    You have to be hire-able at something and one way to thwart that is to be mediocre or poor at a lot of things.

    That's not to say if someone shows complete mastery of several disciplines they aren't more valuable but given the time it takes to get to the desirable level, people tend focus on one thing master it, get hired and if they want to grow into other areas they do.

    I'm not sure if anyone else said it or not but it depends heavily on the studio. Often the smaller the studio the more "jack of all trades" you'll run into. The bigger it gets the more specialized it starts to become. Which is why it might be good to start out at a small studio. You get a bit of everything and can find out what you would really like to be doing day in and day out.

    So do you show a diversified portfolio? That depends on where you're applying. Whatever you put into your folio make sure its the best and its at the level it needs to be. Otherwise you might mention an interest in it but don't bother watering down your strengths.
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