So I've been contemplating looking for a studio job this year if my freelance work doesn't pick up, as I've been at it for two years now and work is still too inconsistent for me to make a proper living. The driving force for going freelance in the first place was that there are no studio jobs around me and I didn't really want to move interstate or overseas for work. And I managed to score some pretty good gigs early on.
Anyway, I like the idea of a stable job at a game studio, but what I'm finding is that the Aus (where I'm based) and NZ studios seem to rarely advertise fixed positions for 3D artists. However there always seem to plenty of openings for more specialised (and less competitive) disciplines like UI and VFX, and I think to myself that with a few months training I could probably get up to snuff for either of these roles (but currently have no real experience with them!).
What I'm asking is if focusing on a different, more specialised art role that isn't necessarily your dream job, is a valid way to get your first job at a studio? I'm very interested to hear from anyone who has gone down this path, and if they are still working in that role or ended up getting their preferred job later on.
I'd also love to hear from some UI and VFX artists on Polycount, to get a better understanding of the roles and which one I might be more suited to. I have trained and been working as a 3D artist for the past couple years, so I guess ultimately I would want a character or environment artist job at a studio, but if I were to choose between UI and VFX, I'm actually leaning more towards UI because I have a little experience in graphic design and 2D animation and really enjoy the designing process. Oh yeah my portfolio is
here btw, if interested.
But anyway this is all speculative, and I'm mostly just interested to learn more about the art roles at a game studio and hear some people's experiences.
Replies
I just saw your ArtStation, nice Hipster Zombie sketch and Mumbo Jumbo fan art, took me a second to remember where that was from!
Yeah, I did something similar, after a while I was okay with it, and did 3D on the side, but eventually wanted break back doing 3D stuff. It's fun doing freelance, so I know what you mean.
If there are more opportunities in UI in your area, and you're in need for some income, it doesn't hurt to try and lean towards that a bit, while doing 3D stuff on the side. If anything, you'll be getting more production experience on that end. Maybe something 3D related, or being able to do some 3D/UI stuff.
Would love to chat to any seasoned UI artists about where the bar is set for an entry-level position and the current practices/software used these days. Some good info on the PC wiki, but it seems like it might be a little outdated now.
Edit: To clarify, Your portfolio should show the full extent of your capabilities. It shouldnt just be a history of the jobs you have done. Show employers what you can do.
I actually have an interest in UI/VFX and think I would enjoy the work, and if it was worth pursuing a future at a studio I liked I would totally be fine with working in a different role for a while, I just hope it wouldn't mean years of training to reach an employable skill level.
Of course my current portfolio is far from perfect, and I'm pretty much catering to the low-poly stylised niche, which could be another factor in the struggle for finding decent freelance gigs. I would love to get some better personal pieces on there and hopefully this will be the year for it, because plenty of professional stuff I've done is still unreleased and under NDA, which is always fun. But you know what I find really frustrating when looking at studio jobs (and will also sound wanky)? When I look at the local studios around and their current 3D artists that work there, I can't help but compare my work to theirs and feel that my stuff is as good or better. But I also understand when the local industry is this small, a lot of it comes down to who you know.
Anyway, nowhere to go but up, and I'll continue to work as a 3D freelancer for as long as the work is good, but I wonder if its worth broadening my skills into other disciplines to make myself more employable.
(Big fan of your work, btw)
Say if you did VFX you could still create showcase 3d environments to support the effects, you can show how it could look in a game, the solo breakdowns of both the VFX and 3d art.
So you are building upon what you already know, if needed you could still cater your portfolio to a 3D art position should you need to.
Incorporating VFX into an environment is a great idea for a portfolio piece.