Hi Polycount:
I'm writing up a draft of 2 Cover Letters for two separate game teams at a large development studio, both Character Artist positions. Part of my confidence going into this is that someone from said company, who I met originally at SIGGRAPH this year, told me to apply now even though I was still in my 4th year in Uni. The positions are also asking for the usual "you need 3+ years of experience of professional development experience," etc, but I think trying shouldn't hurt.
I'll post up the name of the specific company and the draft later if that's okay (in terms of etiquette. For example, I'm still confused about why it's bad to talk freely about salaries, etc.) but my main question:
Besides passions for company/game(s) that company is working on and speaking directly to the points made in the job post, what else would you, as an employer, look for in a Cover Letter for a Character Artist position.
If it helps:
My PortfolioMy Resume
Replies
Something that gives a story to the bullet points in your resume. Got a personal project that's relevant to what my company does? mention it! (I will bring it up int he interview).
You have a special interest - e.g. Unreal, rigging, etc. - and a small story how this is really awesome for your workflow and how you imagine that you can use it at the job? (mention it!)
You really want to spark interest into something int he cover letter so I will look at it and say "interesting, I want to hear more about that!" ...and then I tell HR to invite you so you can tell me
If you come across as the more interesting and motivated (*) person in the cover letter than the other guy with the similar folio then you have an advantage. (*) Personally I find people motivated who LOVE to talk about what THEY do - not the people who suck up to me or my company in the cover letter (because I don't need you to tell me that my company is awesome, I can tell that myself ) I think many people confuse this when they hear the advice "tailor your resume/folio/cover letter to the company". I want to hear how your specific skills exactly fit my company. Not how good we are - okay yeah it's nice to hear that too, but keep it short if you have to.
I'm just speaking from my own experience - I don't carpet bomb when looking for work, I apply at studios I'd honestly want to work at, so when the interview comes I don't have to fake being interested or enthusiastic about it.
Come across as enthusiastic, but not desperate.
http://www.rsart.co.uk/2011/07/31/what-new-artists-need-in-a-c-v-and-portfolio/
Ever since Starcraft Brood War in Third Grade, their universes have colored my perceptions of both fantasy and sci-fi world construction.
yup. That's a good point. My tip is, when you don't know much about the company (and they know too that they're not popular like Blizz), then sucking up will just look as fake as it usually is. Instead talk about yourself, your motivation, your interests, or your workflow. Basically you want to make them interested into something you do that would work with their general production.
e.g. got programming skills? Maybe it taught you to be focused and organized. Maybe you somehow managed to translate this into your 3D workflow which sets your technical quality and speed apart from others - this is something they cannot see just from your folio, or your bullet point resume.
e.g. you love Unreal. Talk about your modding experiments or the team you worked with in Uni. Quickly line out your biggest challenge, how you overcame it, what you learned. It gives me an actual example of how you work in a team and which challenges you faces (much better than putting a "team player" bullet point on your resume).
Such examples raise interest, yet they are mainly about you and not a specific company and you can re-use them in other cover-letters.
Just keep it short and sweet so I'll come back and think "cool, the guy worked in a team already, I want to hear more" or "the guy also knows some programming plus he claims to be very organized, let's hear more". You don't want to tell the full story or present a wall of text - the full story and details are for the interview.
Or if you I feel that "wow, the guy is really into whatever he does - he's the Unity nerd we're looking for!" then I'll invite you and I don't care if you don't talk about my company in specific.
note: all given your folio is on par with other people's folio. However if your folio is weaker but you got some extra skills which can make up for it - e.g. you're a kickass Unreal expert from whom our entire team can benefit - then this is the place to pimp it!
I always felt that way, never did figure out exactly the right way to deal with that.
Especially for seniors, who will mentor juniors, who will supervise juniors to a small degree, and who may be potential candidates for leadership, I want to make sure they also have the necessary people skills and enthusiasm.
Also it's because I want to have the best people in ever respect. If I have two folios of the same people I will hire the one who has more additional benefit. And beside the cover letter there's not too much else that gives me a look at these extras, except the interview. But why wait until the interview (where I have to fly in people on my expense? or spend an hour of my time calling them?). The earlier I can narrow down the field, the more efficient and cheaper for me as employer.
But yes, the cover letter is not what I read first. I look at the folio first. The cover letter is one of the tipping points that can sway the decision one way or the other when deciding whom to call or fly in. (plus cover letter means to me: I go the extra mile!)