Hi Team
I have a generalised question that I just wanted to find out if its worked for anyone or if it’s a good idea in general.
I am looking to move into being an Environment Artist in the Video Game industry (as it seems to relate most with my skill set). I have researched a lot about what is required as a skill set and portfolio pieces for such a role.
If anyone is wondering about this also I have found a fantastic would be set of requirements for an Environment Artist.
Edit: the link for that is here;
http://eat3d.com/forums/general-chat/what-it-takes-be-environment-artist
I don’t have the required skill level,
Yet. But am hard and fast trying to create some props/vehicles to include as portfolio pieces to bulk up my application process.
My question is, given my current level of skill (website here;
http://bjhartistry.com/portfolio/ the main page isn’t filled out yet, just the projects added) can I or should I be mass emailing/sending out applications and requests to studios in hopes of getting my foot in the door training?
I am not in a position to work for free (during regular hours) and know that some might say get into it with some buddies and create some levels. I unfortunately have a severe lack of support/friends in the field and can't just.. whip something up with people.
Let me know your thoughts guys!
Replies
What you have there is not even game art. So yeah, arch-viz and interior design is related to environment art on fundamental level but that relation isn't important enough that someone might look over the fact that these aren't game environments.
don't focus on requirements, especially requirements found in a post written by one person on some forum.
look at portfolios of people who work in the game industry or do freelance. Look at screenshots from games made by studios you want to apply to. Can you achieve similar quality? If not then you're probably not going to get your foot in their door.
Cheers for the info, It was reflecting my same thoughts, my portfolio just isn’t up to scratch. I really needs fleshing out with appropriate industry related art.
My colleagues (non related to the industry) are telling me to just apply apply apply, but I think the same in spending so much effort in applications whereas the time should be spent on pumping out artwork/skills.
Appreciate the reply buddy!
We have some great info here
http://wiki.polycount.com/wiki/Game_Industry
Also see
http://wiki.polycount.com/wiki/Portfolio
Bluntly, you need to unlearn some of the stuff you've learned doing arch-viz, start from the beginning, and humbly so. Game Art is a whole new world to learn and you kinda need to be open and dedicated to be able to take it all in.
Start by yourself, don't rely on others to help you finish stuff off.
You need to learn the basics of Game Art, low-polys, high-polys, baking, tangent space normal maps, world-space normal maps, how to use a level editor etc etc.
A good place to start is the most common websites for beginners. Like.. Digital Tutors is pretty good.
http://www.digitaltutors.com/subject/game-development-asset-creation-tutorials
Here is a whole section on Game Art , take it in, start small. Then work your way to bigger things.
No game studio will train you to make art.
;/
They'll help you with specifics of integration, maybe their own tools, maybe some engine side stuff, problem solving, and working with things like Version Control and bug tracking software. But you would be expected to make Art at a high level.
some great feedback thanks, I may be asking the generic questions but I really appreciate the hard facts on the matter. People around me just don't know my situation and fall back on old methods for getting in.
Polycount really is an invaluable community! Thanks for all the links. I had been looking into a new tutoring site as right now I am contemplating somehow.. cancelling my Train2Game contract which has been rather unsatisfactory.
Does this apply to evolving ? Say my portfolio is average , could you not learn better techniques from one another like we do on polycount ?
I get that, but how do people learn then ? Or does that just kinda happen as a natural evolution
(3d)art school
online courses / tutorials
books
mod-teams
and the polycount forums
something like that
Look at the artists at the studios you are interested in. Try to find their junior or mid-level artists. If you can create what they have in their portfolio then you should apply.
In terms of env art. The CG Student Challenge (or whatever it's called) just wrapped up. Take a look at the student work on the games side. Those guys are all probably the minimum for entry level AAA work nowadays.
http://www.cgstudentawards.com/next-gen-gaming/student-of-the-year-winners
@skyline5gtr It's up to the individuals how they improve themselves. Be it montorship, tutorial, collage, courses, etc etc the studio doesn't really care. It's all about the hours you put in. Keep working, ask feedback from the right people, keep your mind open and you'll get better.
Tech side like pipeline TD are different. Studio would want you to have strong programming foundation and for the most part WILL train you because pipeline developing seriously is not something you can learn on your own.
Any position in a game studio would be great if you ask me. The important thing is you get to know the artist. This is really valuable, they can give feedback to your work, you can watch and learn from them, and when you think you have created a decent enough piece, show them and they may even assign you an art task.
Make sure the job leaves you some spare time to improve your skill tho.
A final thanks for all the opinions discussed on this. I am creating a course of action to spend a good 6 months-year perfecting my art abilities, then I'll be moving over to Canada to give a shot at a job over there on a 2 year visa.
Meanwhile I'll try for some admin/facilities type roles on the studios as I have plenty experience of that thus far.
Thanks again to everyone who added!