I have been having a debate with a friend over whether mods look good on professional portfolios.
I am a professional environment artist, but am just now starting to get interested in modding my favorite game, Skyrim!.
I think a great-looking art-based mod would be good experience and look nice on a portfolio.
My friend thinks that time would be better spent on personal projects, because that is what employers would rather see.
I am looking for some more opinions from the Polycount community, please! Speak your minds, I will really appreciate it!
Replies
And this is why.
Both can be worth the same, if its personal work or a mod and it is well made, it is well made.
BUT
for a recruiter it could also be worth more, if you integrate in a team, if you can adapt to their style and quality, if you transfor their concepts into something that fits into their game etc.
Maybe I will throw in one more question into here, if you guys don't mind.
Would working on a a mod with a decent-sized team look way better than working on a mod with a little bitty team?
Thank you in advance
Of course it depends on the mod...
Also there may be a lot of work dedicated under the hood which for an artist is hard to represent in a portfolio. But to say its right or wrong is out of place.
There's also a concern, maybe, that if you show a mod, you may have a hard time spotting your specific work. "Oh I did 90% of the foliage, collaborated on water effects, did a 2nd and 4th pass on lighting"...its hard to stand out as an individual in a team. So I can understand their worry. But I'm not convinced its "bad" thing and I always recommend it.
Also, depending on the team, you may be holding peoples hands, or have an unfinished product in the end due to lazy members. Theres a lot of risks, but I think the pros out weigh the cons
as a recruiter this is what i would be looking for, teamplayers, not standalone rockstars. There are teams made from industry rockstars almost entirely but the vast majority needs team to compete, teams that work well together. The chances are given that people who are highly individual might not work that well in a team environment. Of course this also depends on the scale of the company you aim for, some are so small they have one man armies per department, so yeah - as always
it depends
Thar be your answer mate
I do believe it's possible to do both but If you are trying to get a job as an artist then the quality of your work trumps all else.
I think the comments above are valid as far as being a team player but those are concerns that will come up in the interview process. The first step should be getting the interview.
and guess what? these also can have low res textures, low polycount, and overall feel like they were made in rush. which probably was the case. the fact that something was made for actual game doesn't mean it's super polished and no sacrifices were made during its creation.
and even if your mod uses a crappy engine (mine are on Source, so yeah...), you can still use xoliul's shader or marmoset to showcase assets and you can make textures 2 times bigger then their intended size ingame.
did you see millenia's guns for Fallout New Vegas?
@FuturePoly - My goal is to do work to Skyrim's default texture pack and general look/feel. Once I get going and get a solid technical grasp of modding, I will look for a small team. This way, I am still doing work that is relevant to my field. So it is still all about the art for me : )
@Blaisoid - Yes, I saw Millenia's guns for fallout, awesome!
I totally agree that working on major titles also leads to visual sacrifice and Millenia's gun thread is top notch.
Millenia's thread is a great example of how a Mod can be a perfect fit for your portfolio.
My whole point is the artist needs to identify if the mod will be the best use of his time and that's the question that started this thread.
Let's say someone ultimately wants to work at Bungie as an environment artist. Their time would be better spent creating a fully realized environment that fits in with the Bungie style rather than working on a Skyrim mod and vice-versa.
A past student decided he wanted to work at Bungie so if you look at his portfolio it's pretty clear when he made that decision. He also got the job and has been killing it over there. Sorry Andy for bringing you up:)
http://andykreutzer.blogspot.com/
This was a huge detriment to my personal portfolio - I stopped working on personal work in my spare time and a significant amount of my professional work is not up to my personal quality level.
When I was trying to get into the industry I made a number of independent/student games and while I learned a lot about making games from them, none of the art (due to deadlines, etc) was up to speed. I worked on a mod that was too unfocused and conceptual to have any sort of deadlines, and basically got to work on art that might someday show up in a mod (it didn't because me and my mod-buddy never got it off the ground as I went and got an industry job and he already had one and hit crunch).
It's great to ship titles but if I were going to re-do my portfolio (I'm no longer looking for work) I would scrap all but 1-2 professional pieces and work on some personal projects.
Mods are great for a lot of things, but making an art portfolio is not necessarily one of them, and you need to be aware of that.
Having great looking assets that were made for a game (mod or commercial) looks, in some ways, better than personal work.
First, it demonstrates the teamwork, the ability to work from concepts and hit styles(one of the harder things to do IMO).
It shows that you can do dynamite work on a schedule, unlike personal work, which you can spend as much time on as you like.
BTW: I think we worked at Vigil together...you were from Alaska right?
If I got two applicants, one with a so-so looking mod and the other with a knockout portfolio of personal work then I think I would favor the latter. I'm not saying that's right, but it's probably what I'd go with.