Hello guys. At this point of my school career I am asking my self what can I do to stand out of the rest or what will grant me a solid position when applying for a job in the industry.
Today at my school I had a small workshop/talk with an ILM compositor that recently worked in the Avengers Film. He talked about how he entered in the studio not as a compositor but as a Hard Drive Storage Supervisor for 2 years (not sure of the proper name). He told us that some times a creative artist would start as a technical artist just as he did, learning tricks in the way. Well right to the point: He told us that extra skills like knowing about Linux, Unix and languages like Python are what granted him his actual position at ILM.
My question here is, how practical or true is this in the game industry? How can one stand out of thousands of good artists that also know how to Model, UVunwrap,Make Maps,Bake,Sculpt,etc.
Replies
It's always amusing to me to hear about where people went to college, and for what, and then learn about where they are now and what they are doing. Most of the time, their current job isn't directly related to what they went to school for.
Short answer: Learn as much as you can. Don't try to learn it all at once, because you'll just be useless. Get good at something, then start picking up other skills. I'm primarily a 3D artist/animator, but my web/app dev skills were strong enough to land me a job recently doing a little bit of everything. People love hiring specialists, but generalists tend to be more useful after the fact.
And don't always say no to positions that aren't exactly what you're looking for. I think, like this guy, you'll find that experience accumulates and you'll eventually find where you belong.
Ever thought about specializing in ui work? What about effects?
These are things that every game needs, but barley anyone knows how to do well.
There is a little fundamental thing you can do that will improve your art no matter what.
Beat the critics. Don't show it to people and ask for criticism if you can look at the piece and find things wrong with it.
When I'm working on a big piece a good exercise to do is to get a sheet of paper and list out EVERYTHING that can be improved in it. And then i go back and i work through the list fixing it all.
I guarantee if you do that for a year, you wont know yourself as an artist.
I put those to answer to stradigos regarding which path would i like to follow, the thing is that in my school career I learnt things like programming in C#, C++ (that proved to be a pain in the a**) and lately Python, how useful this things will really be? in or not in an environment modelling manner
Edit: As Stradigos and Muzz stated, there are many examples of some rare knowledge that will get you in a good job position, it would be good if you guys share a little bit of your experiences related to this topic:)
From a wider perspective, having additional skills is great, because it makes you stand out! Some programming, especially scripting skills can help you as 3D artist - write quick tools, automate workflows, automate rigs, etc. And if you get bored of modeling props all day long, you have at least the option to make scripting your full time job, like I did.
Make sure your skills complement your existing skills. E.g. hardcore C++ skills don't necessarily complement modeling skills very well, because you're either a programmer or an artist. And C++ isn't a language to quickly integrate into a 3D production workflow.
1. Determine what you want to do. A LOT of people start out fresh out of college with a ramshackle portfolio with just a little bit of everything and all of it is mediocre. Don't do this. It won't hurt to have one or two of everything in your portfolio, but CLEARLY FOCUS on one specific vein (i.e. characters, environments, creatures, lighting, something.)
2. Know your audience. Every game company will be looking at your portfolio through a slightly different lens. Larger companies tend to hire people who are super good in one area (like texturing) while smaller companies lean more toward people who can do more than one thing. Since not many people can land a job in the majors right off the bat, most likely try to aim for the latter. So when you make your portfolio, don't have it be SO focused on one thing that you'll lose out on the smaller fish who would give you a job and experience.
3. Be awesome. I've seen a lot of portfolios that try to utilize a lot of the free engines out there (Cryengine, Unreal, etc...) and honestly while those engines might make your stuff look awesome, there is rarely an instance where that will push you over the top. The thing that will land you a job more often than not is being awesome at what you do, and don't stop making art.
4. Don't stop. Honestly, the best artists I know lived and breathed art in college. They didn't play games, they didn't have other activities, they just made art and that's really the best thing for you. Keep in mind, this is your passion, this is what you're supposed to love, and if it really is, then prove it.
5. Don't worry about filler. So to very specifically answer your question, don't worry about OTHER things, just focus on getting better at what you want to do. Network with anybody and everybody you can. Get emails, get names, get websites, and keep in touch. Networking and constant progression toward what you want to do will land you a job. Maybe not right away, maybe not even in a few months, but so long as you keep pushing eventually you'll find a crack in this very intimidating wall and manage to slip in.