Hi guys,
So, I'm creating an entry-level portfolio focused around environment art and at my university, I've had an employer visit recently. The employer said that it's best to cater specifically to their company by creating environment/ assets that fit their games.
My question is if I have a list of 1-3 AAA studios I'd like to work for, how would my portfolio look? Is it better to have a separate portfolio specific to each studio? If not, then what would be the ideal overall structure that caters to each studio?
My other question is, when catering to specific studios, Is it better to try and replicate work that already exists in the game or to create new assets/environments that currently don't exist that could fit into the game?
Thanks again in advance!
Replies
I mean specific content is also good, but make your pick between realism and stylised.
Some studios do mention the project you'd be working on in the posting, so that's one other way to know on what to focus on.
But most importantly do what you enjoy doing and feel passionate about.
If a studio you like has a realistic art style then don't put cartoony stuff in your portfolio etc.
Because of that it makes a lot of sense for juniors to pick 1-3 studios (either go realistic or stylized) and do art that fits their games. On the one hand it gives you practice and a very comparable result ('is my stuff on par with the art of this game or does it stick out?') and on the other hand it shows the company exactly what they want to know.
When it comes to what pieces you want to do for your portfolio consider that doing assets that already exist in game give you a clear reference what the studio wants things to look like, BUT you go against senior artists who get daily feedback and revisions and maybe even don't do the whole asset by themselves but have others more specialized doing parts of it (modeler & texture artists for props, for characters the potential split between face, clothing and hair...) - and make no mistake here you will be compared to the game's quality so you better live up to that standard.
The alternative is to do something new and try to make it fit the game's style. Now here you risk exposing a weak concept that you made up and losing a lot of points due to the not-as-appealing overall look of what you set yourself as a goal. You ain't a concept artist, so you very probably don't have the same experience to make it as interesting as the game art is - or at least the composed scene might not be as catchy.
But there is also the nice middle ground - find a concept - either something that the studio made that didn't end up in the game or some serious fan art from a pro concept artist - get the permission to use it and make that a portfolio piece. You can focus on what actually will be your work (doing the 3d part), while having a clear and thought out direction to go and in the end it will fit into the studio's art style so its just up to you to reach the quality level they are looking for
And for the last question - no separate portfolios are needed. Just make sure no weak pieces are in there. Nobody will throw your application out of the window just because you have several kick ass projects in there in completely different styles