I've recently been in contact with a recruiter here in Vancouver, who specializes in the video game side of the industry. I gave him my resume and portfolio and he said he would help me locate work. I have a lot of love for recruitment agencies; it's how I got basically all of my jobs in the last 5'ish years. They usually get you contract work, and if you do really well, the companies usually want to keep you on. It's great because you get to work with the company for a short time, figure out if you like it, and if/when they offer you the position, you get to accept or reject.
Before I continue, I'll point out that currently I have a more-than decent full time job, not in 3D or games. The recruiter contacted me again today to discuss a contract position which came up. It's at a very large AAA company. However, it's not an art role, and it's a short term contract. 6 weeks, and in an organizational role, somehow managing work for artists and game designers. That's as much detail as he provided me with. He did say there was a possibility to extend, which is pretty cool.
So on one hand, I'd get to work for a AAA studio for a bit, gain loads of contacts, and at least say that I've worked on a game. I'm always looking for the opportunity to finally break into the industry and I'm a decent risk taker. I'm a pretty good guy to work with, so making employers want to take me on permanently has happened a lot in the past.
On the other hand, it would require me leaving my permanent job, and the contract is only for 6 weeks, plus its not even art related. The pay would probably be a decent drop as well.
I'm leaning towards a no, but I want other's opinions on it.
Replies
a 6 week contract isnt much and won't look very good on the resume even. What I would do is look at 2 juicy studios (maybe the coaliton or EA burnaby who is making the new star wars game) and create a couple portfolio pieces tailored towards them. Maybe a star wars environment and a gears of war one from one of the hundreds of pieces of awesome concept art out there.
right now what you are suggesting is kinda similar to going and joining a QA team as a tester and hoping that will get you in, when in reality, the only thing that matters for art jobs is your portfolio, which needs some more content. A couple more fully fleshed out environments would be your biggest win in terms of getting closer to breaking in. Hope this helps
Yeah a no brainer really...so I'll have to agree with PixelMasher and Slosh, jeopardising a steady well paid FT job for...
Ashervisalis wrote:
So on one hand, I'd get to work for a AAA studio for a bit, gain loads of contacts, and at least say that I've worked on a game.
On the other hand, it would require me leaving my permanent job, and the contract is only for 6 weeks, plus its not even art related. The pay would probably be a decent drop as well.
...with respect seems a tad too risky. Anyway remain where you are for the time being, after all you are centrally located to take advantage of other opportunities that might come along in the future.
Depends on your savings and priorities. No guarantee that you will be transitioned to an artist role after QA even with a great portfolio, though it does improve your chances.
Where you stand currently on your artwork also has relevance to how quickly you can transition into the art side.
From your current portfolio I take it that you're aiming for surfacing/props/environments?
Good idea to have your portfolio assessed by a senior fulltime in that role and work out a strategy to develop your portfolio further.
@NikhilR Yeah, I'm going for environments and props. I've contacted a few professionals who've given me tips and advice on progressing my portfolio.
Appreciate everybody's input!