Hey everyone. My name is Ivan-Kazuya. My real name is Stanley Janoski III. I just graduated three months ago. I’m looking into getting a job as an environmental artist. I was wondering if you could do me the great favor and critique my portfolio; specifically my game art page.
http://kasigawa.wix.com/stanleyjanoski
I'm open for suggestions and please don’t be rude.
Also, try and keep my ego in one piece if possible.
Replies
So besides that, what are you thinking with your "Bio & Resume" Seriously just have your resume, because things like this "I am also an introvert." immediately make anyone want to close the page, a recruiter reading that would think you aren't going to be a good fit for any team. And what is that picture Put something professional! Not something a teen would post! Bro! Come on!
Google how to format a resume. Education isn't bolded, no one cares about what highschool you went to anymore. You don't "achieve" certificates, Just list them under education with everything else as just what they are.
Theres so much going on wrong here that honestly, I would start from square one. Look at professional portfolios, see how they display their work and their resume etc. Learn from it and try to do this all over again...
If you're going for environment art though, you need to cull a lot of pages/art so your site reflects that.
I would try collapsing your "Photoshop" "Illustrator" "Concept art" into one page and call it "2D or Digital Art".
Your 3D page should show only your best models and running in a game engine. Include wireframe shots/polygon counts and all the textures used (PBR).
Don't worry about quantity. 3-5 models is good enough. Same goes for your 2D stuff.
What are you? Not what you want to be... I and any one looking to hire someone does not care what you want to be. Companies do not hire wana-bes they hire people who are. As of right now you seem to be anything and everything, which is sadly not going to help you get hired.
I also would take the advice from Mr. Moose and start over. I know you probably spent a bit of time on this site but you could show off your work much easier and quicker with an artstation folio.
Likewise I am currently listening/watching this.
http://www.gdcvault.com/play/1023440/Killer-Portfolio-or-Portfolio-Killer
Watching this might help you make your next portfolio.
Lastly keep this always in mind when you make a portfolio... Everyone remembers you for your worst piece, and never your best. So if there is art work there that is bad by your standards get rid of it, it is not helping.
Make sure you are using modern methods such as PBR and the programs that go along with that..
Use Polycount's great folio guide/wiki for reference:
http://wiki.polycount.com/wiki/Portfolio
I personally would suggest ArtStation as it is convenient and cuts most human error out of the equation.
1. To make pages more easily accessible/ make more sense. 2. Be more precise in targeting my discipline (less diversity). 3. Show off my best pieces (I will utilize four or five best art pieces). 4. Remove the part about being an introvert. Although, I'm a little iffy about removing this part, but i can see how it could draw people away. 5. Recreate the portfolio with a less teen-like appeal (I use this logo a lot, but if it takes me to get into the position i want, i'll remove it). 6. Collapse 2D art into a digital art page. 7. I'm not sure about the models running inside a game engine, because I feel it stands out more with a PBR render, but i'll look into and try experimenting with this (materials is something i'm not a pro of). 8. Include wire frame, poly count, and maps. 9. Make something visually compelling that will stand out the ten seconds they look at it. 10. Maybe experiment with other portfolio platform sites.
Once again thank you everyone for your inputs. I will heavily consider the feedback.
If anyone else has any other suggestions, let me know by posting about it.
Just wanted to chime in on this point -- if the whole point of game art is that it should be viewed in real-time, in a game engine, then it's really important to show the art in that context. If you're creating PBR textures correctly, you can just import your textures and hook them up to a material in a game engine, so it should still appear nice and "PBR-y"/realistic.