Hey Polycounters!
So, I graduated a while back.. fresh out of uni I made the mistake of applying all over the place without really any perspective of who/what my competition was. Since then I've come to my senses (thanks to wonderful sites and forums like Polycount and Artstation) and overhauled my portfolio like 2-3 times. As in, replaced everything
Now, I've gotten some contract and freelance work, but I just cant seem to hear back from a full time studio position with the portfolio that I have

So I gotta ask, what am I doing wrong? I'd honestly take any advice, critiques or suggestions on my body of work.. what does/doesnt work, what should I include/cut, what should I improve upon, etc
Portfolio link:
https://www.elijahbrose.com/ side note: i'm primarily trying to snag a
junior-mid level environment artist position!
Replies
In general, I find your texturing in the 3 environments to be very noisy and seems like you just added grunge overlays then just called it a day.
For example, the Desert Warehouse, you added rust to the edges of the beams, which is cool, but you just left the rust be applied to all the edges continuously, which makes it look like a brown outline on every beam. Gather and use lots of real life references and really pay attention to the details.
I think you need to push your models further and bring them to life. Compare your jukebox to these ones here, here, here. That's the level you need to be striving for in ALL your models.
I also think that you need to reduce the scope of your scenes so that you can spend the time on a focused area, instead of spreading it out over a large area.
Lastly, always compare your work to shipped AAA titles, if thats the kind of studio you want to get to. Try to honestly compare your work with theirs and push to be like them. If you're doing a western scene, then you should have a folder of a bunch of Red Dead 2 screens for reference
@alexk did a great summary and my feelings mirror what he said. I think you have an unnecessary amount of things on artstation.
Being completely honest if I was in your position I would gut my portfolio to be Desert Warehouse, Weathered Shale Rock, antique chair and ottoman if you fix the textures/roughness maps and lighting. I think the antique chair and ottoman scene could look really cool if you went for some lighting with more contrast where the fireplace is a main source of light. right now everything is lit up and its just kind of boring but adding some interesting lighting and more realistic looking fire would make a HUGE difference. And as Alex said looking at reference photos for each object and trying your best to get all the details right will do wonders. You need to work on making a smaller space look perfect with reference images as guides rather than tackling a giant scene that's gonna drive you crazy. I also like your doom satellite. Keep getting feedback from as many people as possible to better your work and consider cutting down the amount of pieces in your portfolio. That is my opinion for what it is worth.
@alexk So in general I need to bump up the quality of my texturing across my environments, and be careful about making grunge excessive (instead go for more realistic wear and tear). And I totally get needing to focus on smaller more intimate projects, with a much higher quality
@polygons Thanks for the input! yeah, i've been using Artstation as more of a casual/blog styled space, where I can upload additional images of my work and stuff, but tbh the bottom two rows I am aiming at removing or replacing as I add more content. Also, do you really think I could get away with having a portfolio that bare bones? Do you think the assets you mentioned are the best in each category?
Luckily, I'm planning on participating in the upcoming Japanese themed Artstation challenge, so its the perfect time to try out your suggestions!
Also, thanks for that tutorial link, I appreciate it! I will check it out when I get the time, I could always use more practice!
and i'll cleanup my artstation to act as a secondary, supplementary portfoilio
Check out the careers and education subforum. You'll find that most of the guys actually doing hiring at game studios are telling people that their work needs to be on the same level as the senior artist in the field right now.
I don't think you are doing anything wrong with your approach, you just need to work another scene or a few, really pushing yourself to find the little flaws that keep your work from truly shining. Overall I think you could improve the material quality of your individual assets, your overall composition and presentation, your lighting... again, just refinement across the board.
In one piece you have a text popup that says you completed the entire environment in two weeks... consider putting a full month of refinement back into that piece. Really study what the best guys in your field are outputting right now, and try to do even better.
Also I'll check out that subforum you mentioned, i'm sure I can find some good information there