I've been out of school for almost 2 years now and I feel like I'm still struggling to find that first job. At first I knew I wasn't getting responses from applications because my school never taught us Substance, ZBrush, or much of Unreal. I managed to land a remote unpaid internship with someone who had graduated a couple years before me and knew the position I was in, and they quickly taught me all the industry standard software and a pipeline he'd learned working with Epic.
Within the last year or so, I've had multiple art tests and companies have even flown me in for that final interview, but I'm always passed over. I always ask for feedback and it's always been, "we decided to go with a candidate that had more experience." I feel stuck and slightly afraid now, because I've applied and interviewed with so many awesome places, I feel like if I apply again in the future I'll immediately be rejected because they've already interviewed me once and determined my experience was not what they wanted.
And I know my current body of work, while miles of improvement from the portfolio I graduated with, doesn't feel like "current gen" work, but I am unable to make the connection as to how to get it there--which may be what highlights my inexperience in interviews.
Please feel free to absolutely tear my portfolio to shreds and let me know what I need to improve upon.
www.artstation.com/kwagner
Replies
You're in a weird grey sweet spot where I don't doubt your skills, but really the only challenge it seems is finding the positions that matches you for whatever reason. It's infuriating, but it is also to say, in my assessment, you are for sure good enough for an entry-level position, and will succeed.
Took me two and a half years to find my first full time position, and I thought I was hot stuff coming out of uni with a Blizzard QA internship, Reverge Labs Internship, and 4 games having been made with one that made Honorable Mention at the IGF 2013 awards.
Keep pushing, don't worry about the failed applications: it'll come in droves. You're just looking for the one that will bite.
I do feel like your Blossom Tree and Chinese Lion pieces are weakest. Blossom Tree could stand for a retexture and polygonal fidelity bump up. Chinese Lion either needs to be redone or removed.
https://polycount.com/discussion/187512/recently-hired-in-aaa-show-us-your-portfolio
I've been given advice before that you should really only aim for 4 really high quality environment pieces. Employers sift through hundreds of portfolios a day, you want them to feel immediately grabbed by your work instead of clicking through several pages of stuff they wont remember and then moving on.
Also, I noticed your environments are missing breakdowns. Show more wireframes, how you created your materials/texture maps, what your lighting setup, any high poly and low poly objects for baking etc.
Edit: One more advice, if you decide to work on a new environment piece, aim it at a studio you wish to apply for. A common mistake I see made by people, they make these wonderful environments/characters, but the actual artstyle doesn't actually fit the mainstream market.
We see a lot of games that copy Overwatch's style. Games that copy what Naughty Dog is doing. Or a whole bunch of mobile games that look a certain way.
I've always struggled with poly counts because I don't know how much is TOO much. The Hub Creature is 20k tris and still feels low to me, but I wasn't sure if I should push the count further or not.
Thank you! That really helps explain a lot!
If you can present 5-6 solid single assets in a portfolio, employers will see that okay she can deliver assets if we give them to her, which is the first step to become an environment artist. Most likely you will not be responsible for whole scenes at first, since that is more advanced, required a lot of experience for it to be done well.
Also, if you work on single assets, it gives you mileage quicker, so you learn much faster if you focus on one thing reeeally well, and deliver it to the very edge of your abilites, then it will really represent your skills. The last 20% of the asset takes up like 60% of the making time, but thats where you improve the most, and thats how you can deliver assets above your avarage skillset.
I believe you have a lot of potential, and if you keep at it, soon you will land that first job I am certain!