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polycounter lvl 6
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Plan122 polycounter lvl 6
Hey am working toward a career in 3D modelling and I just had a few questions.

1. So i've been told the industry isn't actually all that, not great pay and just super stressful life I would like to know what it really is like, is it worth it? Independent or with a studio?

2. what was your path to getting your foot in the door? I have seen and read of amazingly talented people who just gave up on their dream of game developing because they could never find a entrance into the industry, but on the other hand I have seen people get hired from making mods.

3. and finally is it enjoyable? 

Replies

  • tythomas063
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    tythomas063 greentooth
    From what I see and hear from other 3D professional artists, it is worth it but the video game industry is not for everyone. 

    Here are the links to other polycount discussions that are similar to your questions that were answered by the 3D professional artists.

    https://polycount.com/discussion/97919/game-industry-even-worth-it/p1


    https://polycount.com/discussion/117085/living-comfortably-in-the-games-industry-as-an-artist-possible 

    https://polycount.com/discussion/89972/getting-into-the-game-industry-inspiration-of-a-different-kind



    Hope this helps to answer your questions. 
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    1. Depends on what trade-offs you're fine with.  I recommend shipping a game to get a sense of what you want.

    2. In brief, went to USC for Interactive Media, made 5-6 games while there, 2.5 years of inconsistent contracting after uni, and then finally got hired by InXile

    3. It can be.  It is in certain moments.  
  • garcellano
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    garcellano greentooth
    1. Depends on the field you're in. If you enjoy it, it's fine. It's one thing to experience the best and greatest moments, once you experience the worst, it'll either come out if you're interested in that field or want to do something else. Art, QA, or something relative. Yes, it can be stressful. It was different for me at any other jobs, but in the end, it all boils down to a project and a deadline (Literally, all that stress and worry will revolve around it, off-site independently, or on-site with a team, at least, based on my experience). I'm at a studio, now.

    2. In a quick line: Small art College for the degree, networked around, and joined Polycount for the community to constantly try and keep up-to-date on what's going on. 

    3. Yes. It's the kind where there are things you love and hate, but you're in it and you're enjoying it no matter what.
    What's that old saying - "Love what you do, and you'll never have to work another day in your life."

  • Goat Justice
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    Goat Justice polycounter lvl 10

    1:

    My experience has been that pay increases rather dramatically with experience. It is certainly possible to make a decent living as a games artist. This is a few years out of date, but from what I have observed it's at least ballpark accurate

      http://www.gamasutra.com/view/news/221533/Game_Developer_Salary_Survey_2014_The_results_are_in.php https://www.gamasutra.com/salarysurvey2014.pdf

    Work/life balance kinda depends on studio culture. Some are better run than others.

    2:

    It seems to me that most artists spend their first few years in the industry bouncing around and working short term contract type jobs. If they stick with it they eventually find something more stable and long term. During this period, some folks realize they are unable or unwilling to live with that sort of instability and decide to seek work outside of games. Willingness/Ability to relocate opens up a lot more job opportunities.

     3-6 months is fairly typical to find a new job for even experienced artists.  Perseverance alone doesn't guarantee success, but it is a necessary part of the equation. 

    I went through a school program for game development, graduated with a typical student portfolio that lacked focus and didn't really do much for me. I ended up moving back in with my family and spending the next six months making new art and applying for jobs. Eventually someone from my school got my work looked at by a studio that was hiring temporary contractors. I interviewed well enough to get a spot, and that was my way in.


    3:

    Sometimes it's great. Sometimes it's a pain in the ass. For me it's still more interesting than anything else I could be doing. Your mileage may vary.

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