Hello all. Let me first state that this post isn't a plea for compliments, it's simply a query.
I have been building my portfolio for the past three years, and have been involved in some small projects, as well as gaining a years experience in a small indie studio. Since leaving the small indie studio I have been desperately searching for work, with little or no response from job applications. Times are hard financially for me what with a mortgage and wedding to plan for. My question is is my work good enough for the Games Industry or should I give up trying and start a new career in something else? I never took a course concentrating on game art (I am completely self taught) and with the talent of the people leaving university about 3 years younger than me I feel that my portfolio will always be over shadowed by younger more talented people. My fiance doesn't want me to stop trying, but bills are bills. I could really do with some guidence with this. Thanks in advance
My portfolio:
Link
Replies
Worst comes to worst you just get a temp job and continue trying. Also consider freelancing - i's good experience and could be good money.
In this industry not getting hired for months unfortunately could have nothing to with you.
Oh and that mortgage sounds scary. Because in order to get good jobs moving is usually necessary. Something to keep in mind.
There is an average skill level floor, where you have a ton of people at this skill level, and everybody at this level has trouble getting jobs.
The thing is though as soon as you bust your head through this skill floor, suddenly you have your head above the canopy and everyone takes notice.
You are almost there man, but the stuff in your portfolio isn't mindblowing, despite you having the technical skill to do mindblowing stuff.
Look at your work and be super harsh on yourself and go out and make some kick ass work. It seems futile but you are 90% of the way there.
The hard bit is finding the jobs and remembering that you're not being ignored because you're not good, it's because there are 10 who applied who are better and the only way you'll improve is too work harder.
That was one of my main motivations that it would be fucking stupid giving up after so many years, cause it would mean time wasted.
Also as others have said, it's mainly a matter of time, your work is good enough but the layout I am not a fan of.
Here is one layout I would like better, because when first going on your portfolio I thought you only had 1 piece there, I did not spot the others before I was about th close the site :P
Try doing a realistic person, face reference, visible anatomy, different material types (leather, denim etc)
Stylized fantasy stuff is fun but you still need to show you know how to do regular work.
Also modular environment sets are easier to reach industry standard with.
keep it up, determination is often the only difference between amateur & professional.
In that department, your portfolio really has to be jaw dropping. You site is good, but not amazing. Scarecrow has a lot of aesthetic issues. And I agree it's doesn't show off your true ability.
I would recommend to try and move towards the Prop/Environment field. Always high demand for good/fast prop artists. My honest opinion is that if you want an easier time, move away from characters and focus on making killer objects (lots of showcase examples). That, or spend much more time studying how to make engaging characters and layering of clothing, accessories.
Example: here is an amazing entry level char artist i worked with, his stuff blows people away. He moved up quickly.
http://www.marcoplouffe.com/
Fire me off an email to talent _at_ ironbellystudios.com and include a link to yuor linkedin profile as well. We've got some major character work in the pipe so the next couple of months could be busy. If you know how to use Substance Designer and have UE3/UE4/UDk experience that would be a big plus.
Thanks!
@Ironbelly I dropped you an email earlier looking forward to hearing from you.
You are my hero
At the same time, doing something you have no passion for just because its easier kinda ruins the whole point of even doing a career in gaming. I followed this advice for awhile, and all it did was make me burn out faster attempting to make a portfolio for such.
That being said, it has helped the ability to wear multiple hats for working with small indies, which I prefer.
If you want to be a character artist. Be a character artist. It will take longer, but in the end, you will have more fulfillment.
1 million times this! If you goal is to get your foot in the door, go the path of least resistance! Even as a character artist, you need to know how to make kick ass hard surface models for clothing, weapons, accessories, and so on. get that to the top of your game, while keeping up your anatomy studies on the side.
Once you are in, you have easy access to professional artists that can help you immensely in your growth. Plus you will be paid. Also projects usually need less character artists, than they do most other art departments, the competition is tough. Not saying it can't be done, just a longer path.
To make things worse my computer died last night, looks like I need a new HD and maybe even a new Mother Board.... i am now crying on the inside!!!
this, and if you work at a smaller company you might get to create some characters aside from other 3d props
Sorry to hear that man. But, hey, Valentine's Day is coming up
And like a few people have said, I think you're just limiting your chances. Being able to do a few different things well should get you something at a studio. I know with environments, a single level is broken up by a few different positions- is there anything like that with characters? Perhaps you're an amazing texture artist for characters, or UV artist, or rigger, etc. Try developing skills with those and start a next-next-gen character
You can sell all of your original work online and make a lot of extra money. Getting a cheque every month for making new portfolio pieces is the way to go.
+1 I've been doing a bit of this lately, practicing different texture workflows for different materials, and selling then on TS.
Theoretically i'm getting paid to mess around.
Sure the money is not going to let you quit your day job, but boy do you get a certain boost of motivation when something sells, and as most people here probably know is rare and worth way more than its weight in gold.
If you want to do characters but you're creating a folio for props in order to get any position more easily, I'd say the likelihood is that the props will be fairly mediocre. The characters might not look great at the start but if your goal is to have a job that is character centric, you're more likely to spend more time polishing the final result and getting them looking awesome. Its a longer road but again it really depends which route you want to go (and also the amount of time and dedication you put into it.)
This is a thread I started ages ago about the environment/prop art route being a foot in the door and got some really good responses, check it out if interested:
http://www.polycount.com/forum/showthread.php?t=87508
I get insecure and I often wonder if I should make an environment to two but so far decide not to. I know I would not be happy doing it and I feel it would show and ultimately bring the quality of the rest of my work down. As you can see from this thread there are alot of mixed opinions on the path to take. You are lucky that your fiance is supportive... but I know first hand that it doesn't help with the guilt.
Unity Asset Store. You get to keep 70%, Turbosquid you get about 40%.
Take a look at what is in the top ten sellers. This gives you an idea of the market.
But, you can also do well if you see a niche that isn't being filled. Low-poly stuff with "hand-painted" textures is definitely in short supply. Also, quality 2D sprites.
Z-brushing the shit out of a space marine isn't going to make you the most money but you can use it for that jerb portfolio.
Single models don't sell as well as packages of models. If you make characters then most people expect them to be animated.
You have the skills to make some decent money if you apply yourself. Get a new package in the asset store every month!
http://www.polycount.com/forum/showthread.php?t=116355
Check it out and let me know what you think. I was reading in a past thread ages ago that artists at my level seem to be ignored quite abit on forums as theres not much to crit on. But honestly any crits you could give so I can reach my potential would be great!