Hey guys. So I'm finishing up my master's degree in interactive entertainment (game design basically). I'm a 3D artist right now but I'm severely torn on what I want to specialize in during my last semester and what kind of jobs I want to apply for. I'm supposed to be working on my portfolio this last semester but I literally have no idea what I should do.
I've narrowed it down a bit, and I know I like working with characters. The dilemma is that, should I just focus on being a character modeller or aim for a character technical artist position. I'm proficient with modelling, texturing, rigging and I know enough python to get my hands dirty. I also do in-engine work (mostly udk and ue4). I'm really torn because I hear that getting a job as a character artist is very hard and I frankly don't know if I'm good enough or can be in the next few months. I definitely don't want to be floundering after graduation.
I enjoy doing both, so it's not really a question of passion, it's a question of I don't know what the industry expects out of me, so what can I do to better my chances at landing a studio gig?
I have a website but it's in a bit of disarray right now as I'm organizing and moving, so I won't post that. I will post an example of some of my more recent work though here:
https://www.youtube.com/watch?v=U6aajjzYI_U
Any advice is helpful.
Replies
As technical artist I can get my hands dirty with all kinds of cool stuff. Scripts, engines, new tech like UE4, Substance, etc. I do miss modeling though, but I don't think I can go back doing it full time.
As for starting out as a tech artist, you better have a good folio of tech-artsy stuff. I'd say good Unreal skills always get you hired. Apart from that exception, I found a lot of studios are looking for experience, so it may be easier to get a first job as non TA and then slowly move into that role. Also, I think its a plus if a TA has worked in an art production position, because as TA you will support these people and should understand what they're doing and what their problems are (in a production setting that is).
If I did go down the character modelling path, could I submit the same portfolio to a position like an environment artist or other modelling positions or is that generally looked down on?
Honestly that is not a good look. Insomniac Games had a good article regarding what is now becoming a trend, due to how desperate people are to get in. My advice don't do it if you are a character guy and do props you can be regarded as a 3D artist. If you do characters only, apply to character positions.
Quite sticky situation you got, being that you are in a master's program, and this industry really only looks at the work. So I think is best you decide what to specialist in and master that area. You already seem to have a base on the character pipeline, so why not continue to push it? Good luck
Thanks! I've actually read that article and they specify at the end that they're talking about applying to something with radically different skills (like their example, applying to HR as an artist). In my experience, I feel like the two specialties (environment and character) do share some knowledge overlap.
Is being just a "3D Artist" a thing? I figured it would be one or the other (char or environs). If so, I guess it wouldn't hurt to make some environmental pedestals for my characters, or some kind of background for them as well. And I'd definitely want to make the props for them if I went down this route anyhow.
I guess I'm just paranoid that if I continue down the character path that I won't be able to find any job after graduation and have to go back to working minimum wage jobs, so that's influencing my thought pattern I guess.
The school isn't really an issue in the fact though. I go to FIEA and we've basically been just making games for the past year (including working with producers and programmers), so it's been a pretty enlightening experience. I don't know why I brought it up.
What I can say is that whatever work you decide to do, you need to do it and stop thinking about it. You're falling into the "what do I do, maybe this or this I can't decide, holy crap it's now been 3 years since I graduated" over thinking mode that turns into a spiral and sinks people. If it helps, I dug your bat dude. It needs work and could be a bit higher poly and rendered with some newer engine stuff but you definitely should be able to do AAA character work after you spend the time on it.
It does help. But yeah, you're absolutely right. I definitely am over-thinking it. Thanks a ton, really. I just have to go sit down and do it. Thanks. .
Agree with Kwramm about the fact most studio's are looking for experience from the interviews I had after I graduated. I think the one main reason I got the job here was that I could easily talk to an artist because I did art. Whatever you choose, just make your portfolio the best it can be. Though do note that if you want to be a character artist, the bar set is pretty high and crazy.
That's reassuring to know. One thing that FIEA has given me is experience working with different types of teams with different people when making games.
When you say "pretty high and crazy", does that mean "unrealistic to shoot for given three months time"?
Yes very unrealistic due to the volatile atmosphere, you are not competing with other students only, but also with other professionals that are coming off the constant layoff present in the industry.
Most realistic situation for fresh graduates involves either freelancing or finding low end jobs and work on the portfolio during free time.
Okay, that's fine. As long as I have work. What kind of portfolio pieces would help for one of these jobs? I don't know the first thing about freelancing so that's a really intimidating path for me.
I have to say I wasted almost 4 months just trying to make decision. Don't be like me. Just pick one, no question asked, and start working on it. Few months into it you'll be able to answer yourself if you can really progress in that path.
If you want to do character, start sculpting right now. If you want to be tech artist, start scripting. Whatever you choose, stick to it for a while. Good luck
Heya, thanks man. I took your advice and I'm just going for it. I'll hopefully be posting some works for you guys to critique soon! Cheers
http://www.polycount.com/forum/showthread.php?t=128692
To put it bluntly, there's likely more roster spots in the NFL than there are Character Artist positions.
Granted, you're counting studios with employees that post on polycount, it's hard to find solid numbers but there is about 600+ game studios in North America so you might be off by a couple thousand character positions.
That said, a huge majority of those studios don't employ Character Artists.
Many of those 600 are studios like Zynga, 2D studios, Flash studios, or focus on puzzle games. Or are indies that simply would go with a freelancer.
I don't think it's a couple thousand at all.
Take Clash of Clans for example - it has a pretty big roster of characters and they all are pre-rendered sprites, so they were modeled and/or sculpted in 3D.
To put some facts on the table, the previous statement is correct, I also read a similar phrase somewhere else, you have a better chance of becoming a pro athlete than a character artist.
Here is a glimpse at the jobs currently open, Zynga
Just though I voice it, since when people wants an advice is best to add more than just opinions. Better to be objective when someone is wondering how to go about making their next move, false info is never great in these situations
Now this is an opinion below, since I don't have sources of further evidence to prove it as factual
So to bring it back on topic, as mentioned before I agree with this:
So it's really a sample size of AAA developers that also happen to be a member of Polycount.
anyway
As far as being a generalist, in my opinion that's another role you evolve into like a tech artist. It's not being kinda good at a bunch of disciplines, it's being great at bunch of disciplines.
If you like environments as much as characters, sure go for it. If you hate making environments than it's not the easy way in people make it sound like.
Rosters are 53 players per team.
1696 NFL Roster positions.
I don't think it's a very far stretch to think there is a comparable level of positions open between Character Artists, and the NFL.
And yeah, I'm not counting generalists.
:P
I'm pretty sure I have a free month of linkedin premium membership, I think it will let do a more advanced search to see the number of currently employed character artists in the game industry. I will check it tonight.