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Portfolio advice: Ok to have different art styles?

polycounter lvl 6
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mobkon polycounter lvl 6
Hey guys -

I've been putting together my portfolio for a little while now as I simultaneously learn about game art. I've heard some mixed things regarding having a portfolio that's focused on specific styles. I myself, enjoy a wide array of 3D game art styles. From PBR assets like weapons, machinery, etc...to stylized hand drawn art, etc. I enjoy it all and would work for pretty much any studio since I really like creating assets in general. I also enjoy most game genres and styles from MMOs to FPS and everything in between.

I want to start getting work as a 3D prop artist, and maybe eventually an environment artist at some point. My portfolio right now only has about 4 game assets and I'm working on adding more. Is it ok to add different styles into my portfolio?

I know if someone had a full on hand drawn portfolio, a place like Blizzard is more likely to hire them over someone who has a mix of stuff. But, I live in NYC. There's a bunch of different studios, a lot of them mobile, and a couple AAA studios. All different. Would I benefit from having a mix of styles to broaden my search for work? Or is that hurting me in the end?

Thanks for the help everyone :)

Replies

  • ZacD
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    ZacD ngon master
    I'd suggest catering your portfolio to the particular studio you are applying for. There's no harm having multiple portfolios in different styles.
  • Matt Fagan
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    Matt Fagan polycounter lvl 10
    I'd recommend trying out every art style and make those various styles with interest, not just for the sake of having to show.

    The best part about this (even if your own ego says "I don't like these types of games, or these kinds of styles of art" you will be surprised by what you might find out about such art styles that may make you think twice over your favorite studio to only become your 2nd.

    Don't get stuck in a niche of styles, be open. One of the big reasons I've seen people whom have a hard time finding opportunities are those who stick to one thing and just do that one thing well. If you do character art for example. The more range of styles you can explicitly demonstrate with mastery the better of chances a studio will find itself hard to resist you (with interest).

    But, if you have tried all styles and have done very well, to fairly well. If fairly, then make a 2nd piece emphasizing the style you'd like to set yourself with interest to, and apply to a handful of studios + the one you'd like matching that style of art.

    Last note: Places like Blizzard or Naughty Dog (as two studios with much contrast between each other...) They won't mind seeing work outside of their stretch of styles to their existing IP's. As a matter of fact, they'll enjoy seeing it because it's a bit of fresh air. Though like everything, when they see your work. They will want to see a bar of quality equally kept amongst the given styles you've demonstrated for viewing. Aside from that which fits their own for their studio's IP's. Ultimately its all down to delivery and your demonstration of experience through your work, your process, etc.
  • mobkon
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    mobkon polycounter lvl 6
    @Matt Fagan - Thanks for the reply! Like I said in my original post, I am 100% genuinely interested in creating other styles. It wouldn't be for show. I will start to expand my portfolio to other styles. Great advice, thank you.

    @ZacD - Good call. I can split up my main portfolio page into sections and just link certain studios to the one section they would be interested in, and if they feel like seeing my other styles/work, they can check out other parts of my page.
  • Tobbo
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    Tobbo polycounter lvl 11
    I was also curious about this. Glad you asked the question Mobkon.
  • slosh
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    slosh hero character
    I don't personally subscribe to the idea of making multiple portfolios for different job applications. Different cover letters, sure, but not different portfolios.
    • It's a pain in the ass.
    • It's disingenuous. You're, in a sense, witholding that you enjoy working in various styles.
    • It's catering to, in my view, weird personality types who would be put off by you being more than a one trick pony instead of appreciating that fact and seeing value in it.

    If you're applying at a studio with a very specific style, you obviously need to have that style well represented in you portfolio. If you have other styles in you portfolio, and they are also done very well, I really can't see that working against you unless the person reviewing it has a particularly myopic view on these things.

    That having been said, I can tell you from experience that leveling up at both stylized and naturalistic art at the same time is a slower process. I haven't' gotten as good at either as quickly as I would have liked, but I can confidently say I can do both. And you're going to have to be especially diligent about self-evaluation when it comes to curating your portfolio.

    +1

    I think having both is fine but its gonna be more work. While I could have gotten much better at one by just focusing on it, I actually enjoy both and am glad that I have had the privilege to work on both.
  • Optinium
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    Optinium polycounter
    Good art is good art, do what you like, just make sure it's to a good standard and presented well on your portfolio.
    If you show promise and maybe don't have any art in your portfolio that might cater to the studio you apply to, then typically they'll dish you out an art test.
    I'd even go as far to say that as a character artist variety in your portfolio is really important.
  • Farfarer
    I never found it a disadvantage when I was looking for work (although my folio content is years out of date now, I don't think things have specialised that much since then).

    If anything, it gives you a bit more to talk about at interview time if they're going over your folio with you.

    As mentioned, good art is good art and it'll show through whatever style you're using (but it helps to show you can work within a given style).
  • Axcel
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    Axcel polycounter lvl 14
    I would highlight somehow arts which stick to company's style (to which you're sending your portfolio) and the rest of your art put in some less visible place. Second page or under "load more" button.

    During my interview I've noticed how they weren't interested of my personal projects or cg not related with games.
  • JacqueChoi
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    JacqueChoi polycounter
    It is WAY easier to get a job if your folio shows an ability to do hyper-realism.

    It is a lot harder to get a job when your portfolio is mainly stylized.

    An exercise I get my students to do, is simply name ALL of the studios in North America that make stylized games off the top of their heads.

    Compare that list with all of the Sports games you can name, all of the FPS games, the Ubisoft+Eidos Games, military games, Tactical games, etc..

    You'll see it's not even close.

    I would guess There's probably 10 times more "realistic" games coming out than "stylized".

    For every Diablo, there were 13x Madden, NHL, NBA, and FIFA games that came out in that time.

    For every game like Sunset Boulevard, there were likely 4 Call of Duty Sequels, 5 Tom Clancy Games, a bunch of Assassin's Creed Sequels, and countless Super Hero Movie-Tie-In games.






    If you want to get a job doing stylized games, you need to be Good enough to get into places like Blizzard, Riot, Insomniac, or Arena.net, because the pickings get really slim really fast.
  • Justin Meisse
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    Justin Meisse polycounter lvl 19
    I'd guess there's probably 10 mobile studios doing stylized art for every realistic studio. There's also the trend that MOBA's = stylized art and everyone is making MOBAs now, it's sort of a second golden age.
  • kanga
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    kanga quad damage
    Your approach sounds perfect for freelance!
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