I've never been freelancer before. I want to make games, but I also want the relatively more freedom to work on more innovative/experimental game with ideas and themes that isn't "safe enough" for publishers who want/need certain cash back from selling tried and true game themes. So that probably means indie games, and that probably means not staying in one studio, but be a freelancer (please correct me if my conclusion is wrong).
What does it take to support yourself (and maybe a better half as well) as a freelance artist in the game industry? What is freelancing like?
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If you are totally new to the industry, I'd try to get some "first hand" experience yourself first, which should be easier in a studio. And in your freetime work on small things.
There is "cons" to either road: freelancing requires a lot of discipline. There is no "peers" to learn from, no tricks to see, no "we did this" achievements... Studio is also no guarantee on personal progression, nor that people are a good team...
Sorry if I am wrong, but the "want to be indie because of innovation..." sounds a bit "canned", e.g. kickstarter videos driven. Many of the kickstarter guys are actually veterans.
In all cases your portfolio is crucial, and both cases nothing stops you from making your own games in your freetime.
That's the way I see it anyway, I'd rather get a studio job than freelance just because of how much I'd grow being part of professional team. Freelancing is for masters and prodigies in my eyes.
http://wiki.polycount.com/CategoryGameIndustry#Freelancing
From my experience, you need to have balls of steel to freelance. You have to make an effort to socialize and see other people, or your work will quickly start to decline in quality. No matter how 'anti social' or introverted you think you are, you need interaction with other people.
The great thing is though is that the money is a lot better, in general, when you freelance. However, you won't get paid holiday/sick days so you have to work around that too!
That would be my big tip! In terms of getting contracts and clients, I'm not really sure as I worked with just one company, as a 3d artist.
Best of luck!
So maybe you could do something similar and work on parts of a game and have it up there. Eg some code or an interface/menu that cold be seen not only on it's own but in action allowing you to display your portfolio in a whole new level.
If others think this is bad just say and why you think it's bad.
Ps; using my phone and it likes to mess my spelling up more than it already is.