Looking for a job in mobile games seems like a decent way to build your resume and portfolio for recent graduates and artists with little to no professional experience. My college game art program was geared almost entirely towards AAA style art so I don't have many pieces that I feel would work to my advantage if I was to apply to a mobile game studio. I've taken a look around and I haven't been able to find too many portfolios that specifically showcase this kind of low poly art.
I want to know what would be ideal to include in a portfolio that was being sent to a mobile game company. I know hand painted textures and tiling textures are important but what kind of models would show these off nicely? Buildings? Vehicles? Even better, if you were looking to hire a mobile game artist how would you judge their portfolio and what specific things would you be looking for?
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You will probably want to show that you can pull off nice looking diffuse-only textures without relying heavily too much on shaders.
Other than that, you don't have to focus too heavily on super low-res textures and super lower triangle counts, the iPad 2 can handle multiple 2048 textures easily and you can dump in some pretty dense environments / characters. The only thing you need to be careful about is shader complexity but even then, normals/specs aren't really out of the question.
You just need to be more efficient in using textures and shaders - is all I can think of.
I'm pretty much the only artist at our studio and I do all those things. I probably spend less than 10% of my time modelling stuff.
But I like it. I'm more of a generalist and prefer switching between different things... sometimes I dabble in coding too (if copy/pasting/editing existing code counts )
Lately, I have started to think of myself as more of a game designer rather than a 3d artist.