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Graduate Problem...

Hi guys,

Just wanted a few words of advice from fellow developers and potential employers out there on my current scenario and what to do...

The gist of it is; in our final semester were given a final project which usually consists of a full 3D game that demonstrates our skills and enter a competition otherwise known as GamesRepublic...My group started this project during summer 2012 to ensure it'd be a great final result however have now split into two halves.... both of which have the project file - with the game mechanics and no current 3D assets...

Do I

A) work on a game for my project to a similar scope only smaller or
B) work on my portfolio pieces...

Obviously A could be a combination of both as well as getting my name known for contacts however i dont know much about programming and would have ALOT of documentation to answer for!

Cheers guys :)

Replies

  • Wesley
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    Wesley polycounter lvl 14
    Hey man, tricky one. I was in a very similar position a year ago. I was also in final year and we were also creating a game for Game Republic. The game was looking like complete ass and it was never going to look even half-decent. I ended up doing a much smaller amount of work for that project (enough to get a good grade essentially) and focus on my portfolio work. This worked out much better for me in the end.

    HOWEVER, I had a bunch of mates who did make it to Game Republic and some of them did get those contacts and I saw a fair few people land jobs at the games companies who were there.

    SO! There isn't really a right answer. Although the right answer here is totally B.
  • David Wakelin
    Cheers guys... more thoughts would be appreciated; I might just keep working on portfolio work and watch them sink without me... theres only a concept artist, and programmer working together :\

    They don't use zbrush or characters as this was my job... :\
  • Kwramm
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    Kwramm interpolator
    at larger studios we usually hire people for very specific roles. And the more junior the role, the more straight forward and focused your work will be, meaning you will have less independence at what you work at and how you work. People who can do what they're told in top quality get hired for these positions (1) If you want to break into the industry this way, then you should specialize, rather than doing a game as a whole.

    However, being more generalized might help you if you want to find work at a small studio or a start-up because one person usually fills many roles. However it's unsure if they would hire someone right out of college for this. I imagine it may be useful experience if you want to move towards producer or game designer. But it might also help if you want to become a technical artist, assuming you got involved in technical aspects of producing the game (coding, shaders, pipeline, tools). Unless you've done any of this before (producing, tech-art, game design) during you studies, this would be the more risky route, because you will have less experience to show and to demonstrate to an employer in these areas.

    If you've done mainly art before and if you want to continue this route, I would recommend the first path by sticking to doing art by practicing and specializing. It seems less risky.

    (1) yes, we also look at additional skills, but they will become more important later in your career when you e.g. get more independence or need to coordinate work on your own with other departments or disciplines.
  • Andreas
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    Andreas polycounter lvl 11
    Hi guys,

    Just wanted a few words of advice from fellow developers and potential employers out there on my current scenario and what to do...

    The gist of it is; in our final semester were given a final project which usually consists of a full 3D game that demonstrates our skills and enter a competition otherwise known as GamesRepublic...My group started this project during summer 2012 to ensure it'd be a great final result however have now split into two halves.... both of which have the project file - with the game mechanics and no current 3D assets...

    Do I

    A) work on a game for my project to a similar scope only smaller or
    B) work on my portfolio pieces...

    Obviously A could be a combination of both as well as getting my name known for contacts however i dont know much about programming and would have ALOT of documentation to answer for!

    Cheers guys :)

    What did you go and spend all those years in College for?

    To get that piece of paper, and make sure the best grade possible is on that paper.


    Do whatever it takes to get a good grade printed on that piece of paper. You can never 'do more work' for a better qualification. But you'll have all the time in the world to make portfolio pieces.

    Otherwise you've just thrown away 3-4 years.
  • Geezus
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    Geezus mod
    I was in a similar boat when I was graduating. I can only tell you what I did; take from it what you want.

    I had a group project that encompassed a variety of skills, but I was also in one of my final semesters, and was trying to focus on getting my portfolio ready, and creating a few more filler pieces for it.

    I chose to do the bare minimum on the group project, since I knew I wouldn't be doing 90% of what was needed right out of college. I wanted to focus on my environmental art at the time. So, I did just that. I poured my energy into my portfolio while the group project took the back burner. I certainly could have done better on the group project, but I had to look at the big picture, as I was already burning the candle at both ends.

    I hope this helps and good luck!
  • Cojax
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    Cojax polycounter lvl 10
    Just work on your portfolio pieces. When I look at potential hires I really don't care about the group project so much as I care about the quality of work you are showing me. Work on something that will challenge you as an artist and hopefully impress employers.

    Good luck!
  • TaylorAnimated
    I like the IDEA of group projects, they don't tend to be completed as much as we would all like them to be. Why don't you use your project as more of a guideline for your portfolio pieces? Work on YOUR assets as well as you can, make them as badass as you want to, while using the game outline as an outline for your process. Don't worry if others don't finish their end, focus on your own work, so even if things go south with the project, you'll still have kick-ass pieces to use for your portfolio.
  • Mathew O
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    Mathew O polycounter
    I was at GR last year, there was a girl there who got 1st place in the best art category with a couple of really nice portfolio pieces and was offered a job by one of the judges. If that isn't a good reason to work hard on your portfolio and try and enter with that then I Don't know what is :P
  • Wesley
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    Wesley polycounter lvl 14
    Although his uni might not be offering people to go in a single person capacity. My uni only submitted group project games. None of us knew that was a thing until some teams went, came back and told us. And your uni has to put you forward. Sooo.
  • Mathew O
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    Mathew O polycounter
    Fair point, I'd approach whoever decides at the uni and mention that 1st and 3rd went to artists showing their work and second went to a game with 1 artist and 1 programmer
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