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How should I start my career in the game industry?

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RafArnaud polycounter lvl 6
Hi everyone,

I was wondering where I should branch out in my portfolio in order to line it up with entry-level game industry standards... Would you have any tips?? 

this is my portfolio: https://rafaelarnaud.myportfolio.com/

I really don't want to waste time working on something that will be of no use in this career. 

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  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    What position would you want in the short/medium term?
  • RafArnaud
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    RafArnaud polycounter lvl 6
    What position would you want in the short/medium term?
    Hi, Brian!

    I wanted to fill a Character Artist position. 
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    As a first step, you should remove all the assets on your portfolio that do not talk about character art.

    The non-relevant art can be moved to another portfolio website.
  • zetheros
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    zetheros sublime tool
    Hey Raf, there's a lot that comes to mind, but the first one is that your website is too cluttered. All you really need for a portfolio is preferably one page with thumbnails, your contact info, previous work experience, and maybe a small 'about me' section.

    If I were a HR guy looking to hire, I'd be annoyed to have to press any buttons to see your best work. The best work should be the first thing anyone sees when they click on your portfolio link, and you really only need 3-4 if you're starting out. Brian's portfolio is a stellar example, and is pretty much what exactly you want to aim for. http://jadeeyepanda.com/

    I also recommend listening to this podcast, a lot of great tips from great artists, including Brian Choi himself :mrgreen:https://www.youtube.com/channel/UCMpcWwr2EcJjaR_a1zGOXPw
  • PixelMasher
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    PixelMasher veteran polycounter
    focus 100% on creating AAA quality characters on a quality level comparable to any game that has been recently released. remove anything from your portfolio that is old, outdated or not character related. Use artstation for your portfolio and post consistently.
  • RafArnaud
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    RafArnaud polycounter lvl 6
    As a first step, you should remove all the assets on your portfolio that do not talk about character art.

    The non-relevant art can be moved to another portfolio website.
    So I best leave this one as it is and build a new portfolio with character art. What is a good number of pieces I should include in my portfolio in order to have it up to standards?
  • RafArnaud
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    RafArnaud polycounter lvl 6
    zetheros said:
    Hey Raf, there's a lot that comes to mind, but the first one is that your website is too cluttered. All you really need for a portfolio is preferably one page with thumbnails, your contact info, previous work experience, and maybe a small 'about me' section.

    If I were a HR guy looking to hire, I'd be annoyed to have to press any buttons to see your best work. The best work should be the first thing anyone sees when they click on your portfolio link, and you really only need 3-4 if you're starting out. Brian's portfolio is a stellar example, and is pretty much what exactly you want to aim for. http://jadeeyepanda.com/

    I also recommend listening to this podcast, a lot of great tips from great artists, including Brian Choi himself :mrgreen:https://www.youtube.com/channel/UCMpcWwr2EcJjaR_a1zGOXPw
    Hey Zetheros, thanks a lot for the advice! I think I'll be moving to a different portfolio that would be more neat and clean. The podcast is really good too! :smiley:

  • RafArnaud
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    RafArnaud polycounter lvl 6
    focus 100% on creating AAA quality characters on a quality level comparable to any game that has been recently released. remove anything from your portfolio that is old, outdated or not character related. Use artstation for your portfolio and post consistently.
    Hi, @PixelMasher

    makes a lot of sense. I was wondering what kind of AAA content would be best to show. I was thinking, HiPoly, than a retopoed version, and an IDE preview. What do you think?
  • PixelMasher
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    PixelMasher veteran polycounter
    RafArnaud said:
    focus 100% on creating AAA quality characters on a quality level comparable to any game that has been recently released. remove anything from your portfolio that is old, outdated or not character related. Use artstation for your portfolio and post consistently.
    Hi, @PixelMasher

    makes a lot of sense. I was wondering what kind of AAA content would be best to show. I was thinking, HiPoly, than a retopoed version, and an IDE preview. What do you think?
    You need to be showing finished, textured in-game models, preferably in a game engine like UE4 or Unity. Marmoset works too. You need to really demonstrate you are an expert at the entire character creation workflow, so this means showing the highpoly sculpts, and baked game res models with fully finished textures. Demonstrating you can consistently finish work is a big part of the equation.

    I see a lot of student portfolios loaded with just greyscale sculpts and character bust studies and they are wondering why they can't get a job. Just keep pumping out new work and build your audience on artstation and you should start to get some attention to your work when you start to get your skills to an industry standard level :)
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Best portfolio pieces only.  This isn't about number of pieces this early out for you.
  • NikhilR
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    NikhilR polycounter
    Also do consider your aptitude for working in the game industry in a specific role.

    From your portfolio its quite apparent that you are versatile in doing a number of different things. (I particularly liked your AR resume, though I would make a standard one to send to employers)

    In my opinion you may enjoying working in an indie capacity rather than AAA. In my experience in an smaller indie company there is often more room to be versatile than a AAA industry role.
     Not that specialising would be an an issue for you, just make sure that that is what you want and are passionate about.

    Also getting into a character position is harder overall for reasons other than a not having a good portfolio, most times for full time on site positions its simply a matter of vacancies not being available for the role, your location and hiring preferences of which there are many.

    Many AAA companies run character art teams, so there are possibilities of a  junior 3D prop artist becoming a "character artist" having joined the character team internally. In many cases it might be easier to land that role first depending on vacancies and networking.

    All this has to do with getting a job, becoming a good character artist doesn't necessarily require you to get a game industry job. 
    I would recommend a course from say game art institute to get you up to speed, though similar teaching material is available across the internet for free.

    Where are you currently located? (This is an important factor in determining how forthcoming the industry is to hiring you for a entry level position vs freelance contract work.)


  • sacboi
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    sacboi high dynamic range
    Out of curiosity in terms of aesthetics, is there a particuler art style you're biased towards?

  • samnwck
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    samnwck polycounter lvl 9
    I think the aesthetic of the two human heads with the poly paint is really nice, though I think they should be taken to full characters and done completely with UV's, textures, low poly models etc. 

    I also really hate how I can't right click on any of the photos on your website to save them or find the URL to link them. That means that I'd probably have to find the actual jpgs or pngs in your website code using a console which is annoying. Sometimes employers like to save a few pictures from a candidate to put in your profile so they don't have to go to your portfolio site again. Don't make it more difficult for them to do this. This is one of the reasons why so many people suggest using artstation, because the presentation is just so much easier all around (and it's free!). Also as others are saying, keep your projects to just what is in the thumbnail. I don't want to click on a thumbnail for what I think is just one project and see a ton of other projects too. It's a bit chaotic. 
  • RafArnaud
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    RafArnaud polycounter lvl 6
    RafArnaud said:
    focus 100% on creating AAA quality characters on a quality level comparable to any game that has been recently released. remove anything from your portfolio that is old, outdated or not character related. Use artstation for your portfolio and post consistently.
    Hi, @PixelMasher

    makes a lot of sense. I was wondering what kind of AAA content would be best to show. I was thinking, HiPoly, than a retopoed version, and an IDE preview. What do you think?
    You need to be showing finished, textured in-game models, preferably in a game engine like UE4 or Unity. Marmoset works too. You need to really demonstrate you are an expert at the entire character creation workflow, so this means showing the highpoly sculpts, and baked game res models with fully finished textures. Demonstrating you can consistently finish work is a big part of the equation.

    I see a lot of student portfolios loaded with just greyscale sculpts and character bust studies and they are wondering why they can't get a job. Just keep pumping out new work and build your audience on artstation and you should start to get some attention to your work when you start to get your skills to an industry standard level :)
    will do!! I hope it works...
  • RafArnaud
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    RafArnaud polycounter lvl 6
    NikhilR said:
    Also do consider your aptitude for working in the game industry in a specific role.

    From your portfolio its quite apparent that you are versatile in doing a number of different things. (I particularly liked your AR resume, though I would make a standard one to send to employers)

    In my opinion you may enjoying working in an indie capacity rather than AAA. In my experience in an smaller indie company there is often more room to be versatile than a AAA industry role.
     Not that specialising would be an an issue for you, just make sure that that is what you want and are passionate about.

    Also getting into a character position is harder overall for reasons other than a not having a good portfolio, most times for full time on site positions its simply a matter of vacancies not being available for the role, your location and hiring preferences of which there are many.

    Many AAA companies run character art teams, so there are possibilities of a  junior 3D prop artist becoming a "character artist" having joined the character team internally. In many cases it might be easier to land that role first depending on vacancies and networking.

    All this has to do with getting a job, becoming a good character artist doesn't necessarily require you to get a game industry job. 
    I would recommend a course from say game art institute to get you up to speed, though similar teaching material is available across the internet for free.

    Where are you currently located? (This is an important factor in determining how forthcoming the industry is to hiring you for a entry level position vs freelance contract work.)


    It makes sense. I don't really have a favorite art style as much as I like to match my works to the project demands, but it's clear to me now the difference between company standards.

    Game companies are still pretty scarce where I live, so I was hoping to move to a place where I could find a more welcoming market
  • RafArnaud
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    RafArnaud polycounter lvl 6
    sacboi said:
    Out of curiosity in terms of aesthetics, is there a particuler art style you're biased towards?

    Hey, @sacboi
    I don't really have a style of preference, I'd more likely shape my works based on the project needsm, although I could say a more cartoonish style is more frequent in my gallery. What do you think would be best to get into the industry?

    Do you think, based on what you see, I should go for a specific style?
  • RafArnaud
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    RafArnaud polycounter lvl 6
    samnwck said:
    I think the aesthetic of the two human heads with the poly paint is really nice, though I think they should be taken to full characters and done completely with UV's, textures, low poly models etc. 

    I also really hate how I can't right click on any of the photos on your website to save them or find the URL to link them. That means that I'd probably have to find the actual jpgs or pngs in your website code using a console which is annoying. Sometimes employers like to save a few pictures from a candidate to put in your profile so they don't have to go to your portfolio site again. Don't make it more difficult for them to do this. This is one of the reasons why so many people suggest using artstation, because the presentation is just so much easier all around (and it's free!). Also as others are saying, keep your projects to just what is in the thumbnail. I don't want to click on a thumbnail for what I think is just one project and see a ton of other projects too. It's a bit chaotic. 
    noted, @samnwck

    I'm working on an artstation portfolio, and based on what others said I'm creating AAA style full body models in all stages to maybe score a job in a game company. 

    It makes sense that the website is a bit too crowded with projects... I'll clean it up and use three or four. Do you think it's nice to include concept art?? I was wondering because @Brian "Panda" Choi said I should only use pieces that speak character art.
  • RafArnaud
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    RafArnaud polycounter lvl 6
    Best portfolio pieces only.  This isn't about number of pieces this early out for you.
    Would you include weapons, concept and such?
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    @RafArnaud
    Put in the stuff you want to spend your working hours making.

    or in another way, "Do you want to be making 3D weapons 40 hours+ a week?"

    IF you characters has weapons, concepts, etc. involved, add those in.
  • sacboi
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    sacboi high dynamic range

    RafArnaud wrote:

    Hey, @sacboi
    I don't really have a style of preference, I'd more likely shape my works based on the project needsm, although I could say a more cartoonish style is more frequent in my gallery. What do you think would be best to get into the industry?

    Do you think, based on what you see, I should go for a specific style?

    Well based upon what I see, I'd also suggest developing your 2D skillset further perhaps leveraging a stylised approach (i.e. Blizzard...etc), that's if an option that might appeal to you too begin with?! 

    ...because although a highly competitive field however I think this particular pathway IMO maybe your specific ticket in.     

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