I've heard varying opinions on this over the years, but I'd like to get a fresh perspective from you folks:
Is it worth it apply to jobs that you don't meet all of the qualifications for just to get your name in the candidate pool and feel out the HR side of things, or is it better to wait until a similar job comes up and double down on strengthening your portfolio and skill set to make a stronger first impression the next time?
Much obliged.
Replies
So:
-Networking!
-Build up skills to get known!
-Try and get your resumé straight to the Art-Team!
I hope this helps somewhat!
Portfolio critique:
Fog jungle: is a good piece, But it feel some things are too saturated, whilst others aren't your leaf plants for instance, they catch my eye instantly but in a bad way?, they don't look quite right, maybe it doesnt fit the scene, Always do research, if you're doing a fog jungle, what type of area? what is the climate, wikipedia is great for finding out which jungles have certain climates, and which climates allow for certain foliage to grow, Also Sibleys guide books are amazingly helpful.
Your substance designer Jungle mud is pretty god, but i feel its too glossy & the branches should be a bit darker with a little more detail would help it 'Pop'
Looking at your wallpaper Substance, It looks as if the cuts in the wallpaper are inverted, is it OpenXL or DirectX? because maybe if you Flip the green in the normal map it will look a little better.
All this said, your artstation could use some work, you're a great artist, far better than me, But you need to organise it more, maybe sub categorise your portfolio, have the division in one category and split up your shots so instead of taking up just 1 piece there's several, it will give them more to look at, sometimes they just scroll through your artwork and if you have all your pictures in one project they'll scroll past it, Put your materials in a category as well
See how it's split up, sometimes this helps, you can have your environments in one cat, assets in 1, etc etc, then you'd have a category for division, far cry etc, btw great work on them !.
Looking at your portfolio, you just need to change things around but your more likely to get selected than me because you have experience in a studio, that's a plus.
so good luck, hope this helps!
@Jonas Ronnegard Sorry about that - I've been playing with different setups for my website lately. I grouped all of the sub-2000 tri models in Low Poly and everything 2000+ models in High Poly. I should be more descriptive with the tabs.
@Haytch Thanks for the encouragement, the tutorial idea is a good one - it's been a while since I've done a tutorial or a video. After I've found a day job to hold me over at least in the short term, I'll see about putting together a video or two then. I've also got a larger project on the back-burner that I want to get back to as well.
@dustinbrown I appreciate the heads-up. That's definitely a big concern of mine going forward. Back in September I went through a few phone interviews for one company - I felt like I could have gotten at least a face-to-face session if I hadn't messed up on the second interview, but after that I didn't get any responses from the other companies I applied to at the time. Based on my current body of work, the first one may have been a lucky fluke. In any case, time for me to get back to real-life grinding!
A 50k tris model that is game engine ready, is still low poly model.
If your art is good but you don't meet the shipped games/experience/etc qualifications, just go for it anyways.
@PyrZern Good point. I was keeping them separate primarily to avoid longer load times, but I guess it would make more sense to have them all on one page.
@beefaroni That's awesome, man! You've got some really nice work on your ArtStation. That AUAF guy reminds me of a character I worked on a few years back (not as good as yours, though.) I'd like to dive head first into Industry job-hunting, but I think I need to brush up on my 3D and my sales pitch first.