So just as topic states. I recently heard back that I was not selected to interview after my art test submission was reviewed. I was wondering if it is okay for me to write back and ask where I could improve my work, or what wasn't exactly holding up in their eyes? I don't want to be considered rude or irritating, just honestly would like to get a general sense on the direction I need to move my art forward in. Appreciate any thoughts on this.
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I think art tests shouldn't be needed if you have a portfolio with a couple of pieces, they should be able to tell you based on that.
If they really have to give out art tests it should be to make a pick between the top candidates and then the least they can do is invest some of their time into it to make it worth it for the guys doing it.
So yeah ask.
Frankly it's a pretty dick move to invite an artist to spend hours on an art test and then not give them any feedback for it.
So you might hear: "your UV layout was a mess"
But you won't hear: "we picked this other candidate because..."
The reason for this is that for HR will not release information to any candidate that could in turn jeopardize the studio legally with that said information.
So you're not going to get any information... like nothing, zip, zero, and maybe even zilch. Well not anything definitive, just the standard vague, "it's not you it's us."
So to your second question; why you didn't get the job, (I assume this is a game industry job or you wouldn't be posting on here) is... You don't have any game ready assets in your portfolio. My good guess is that someone saw your stuff and thought you were a good artist, and threw you an art test.
Which yes is a pain in the ass but there are two very good reasons for them. One, it shows that you can hit art style, quality of work, and that you're technical enough to make game assets. Two, how much do you want the job. If you nail it you really want the gig, if you half ass it, it shows, and they could pass you for attitude.
So in my head it went down like this. Your art test might have looked great... I don't just make assumptions, but technically might have be a game budget nightmare with normal map weirdness all over the place.
So what you might want to do now, if you want to work in games, is to focus on making game art. You're in luck, polycount is a great place for just that. Also it seems like you might have the harder part down, the art part. The rest is learning tools
I hope this helps, good luck out there.
"Hi (blank), thank you again for sending over the art test. If the team is not too busy, I would love to hear some feedback on what parts of the asset they felt needed improvement."
I ask every time I get a rejection. Most of the time, ya, they dont give any feedback. But sometimes they do. Even if it's rare, sometimes they do. There's no reason NOT to ask. What could go wrong? You dont get the job you already didnt get? If they do give you notes, then 6 months to a year later you reapply and fix those first mistakes, they could remember. Member that guy? Yaaa, I member ... They may not give you super detailed notes on every little thing you can improve, but Ive gotten answers like "We felt your test didnt match our studios style" or While your test was well done, we went with someone with more experience. It's not always the quality of the test that is the reason you didnt get it. Hell, there are times when the studio knows exactly who they want to hire, but they have to post it online, and look like they are looking for other candidates purely for legal reasons.
I usually go with something along the lines of:
"Hi ____,
Thank you for taking the time to review my test, and for giving me the chance to begin with. While I was hoping for a better outcome, I do understand. If it's not too much trouble, may I ask if there is any feedback you or the team could provide me in terms of what I could improve on my test, or if it came down to experience?
Thanks again,
____"
Ya, 8 or 9 times outta 10, they`ll write back saying unfortunately we cannot provide feedback at this time, but you are more than welcome to try again at a later date. but that other 1 or 2 times, they`ve give you a brief breakdown.
Hell, one of my friends got through 2 interviews (phone then in person). They told him no. He found one of the people in the interview online and asked for feedback on what he could improve. There was no art test, but wanted to know what he could improve in his interview. The guy ended up giving him an art test, which he nailed, and they gave him the job in the end! He turned a no into a yes by asking for feedback. And this was at a reputable AAA company.
Ask.
You can and absolutely should ask where you need to improve.
And also in my opinion if you ask someone to art-test for you it's only fair to give the critique/feedback afterwards. I have friends who work with me that got feedback on their art-test, adjusted their art-test to the feedback, added some extra within the time-frame and got hired. It just shows willingness to learn, listen and follow feedback.
I always send a follow-up email, a day after an interview. Something like:
Thanks for taking the time to talk, and thanks again for lunch!
To give you some idea how your art test or interview is dealt with... hiring someone new is a process that most artists don't want to deal with. Lead Artists and Art Directors are usually very busy people, and this is just another one of the many tasks which are taking them away from actually making art. Most don't want to spend any more time on the process than is absolutely required. Writing up some politely-worded critique for each applicant takes time.
Yes, you should receive some sort of polite notification. But in reality that's not what happens.
People are busy, stuff falls through the cracks, HR is sometimes incompetent, they haven't decided between artists yet, they're still looking for a possibly better candidate but might end up hiring you instead, the position suddenly became unneeded due to a shifted deadline, etc.
For more insight into the process, check out Game Industry Recruiter Taking In Questions