STORY TIME SHIT FIRST
I'm a Finnish game artist, 26 years old, with a small resume and smaller portfolio. So after 9 months of moping around after I was done with the military, after I was done with my cool LEGO internship, after I was done with everything from uni related to actual game work... I got a job doing some animation for a startup making surgical simulations. Then, after three months, I was fired. Sure enough, it was a startup company, and the lack of any serious motivation for firing me may have been due a lack of funds rather than my skills, but... My skills need work.
So this is my n:th attempt at getting my shit together. I love 3D game art, but I've had this weird fear of actually getting my head down and working on my skills every day. Well, I'm probably not alone there, and there are probably people who have gotten through that, even though the fact that I set out on my game dev journey in 2011 and it feels bad to be one of the handful of artists from my class who aren't employed doing cool stuff by now.
Well, that's the sensitive, self-pity sob story stuff out of the way, I wanted to be open about where I am. For someone who have been doing 3D since 2011, I don't have a lot to show for it. So while I'm browsing the posts by similar people with similar situations asking for similar advice, I figured I'd bravely make my own shitpost about it, and see what morsels of feedback and advice I could gather!
WOT IT IS
Above, the grand total of my portfolio. It is outdated, and almost all of it older than a year, February 2018. I want to do 3D Environments and Props, and while small indie studios are attractive to me as well, ultimately I figure that AAA houses is what I'm shooting for. I'm not rooted anywhere in the world, if there's a job opening happy to take me anywhere, I'll go there. I have gotten some feedback by generous, patient pros, and I do have some idea what I ought to aim for.
Six quality pieces. I'll likely make a separate cathegory in Art Station and just link this as my portfolio, since the portfolio format thing looks kinda crap, right?
- 2 Hero Props/Guns, current gen, nicer than the ones I have.
- 1 Environment. Well scoped, realistic, works in Unreal.
- 1 post with my cel-shaded stuff from before
- 1 semi-realistic, stylized hero prop?
- 1 tank?
Regardless, I think I need to start with an actual environment, and a nice gun. Oh, and taking care of the formalities and finally getting my graduation papers from school likely wouldn't hurt.
Now, that's enough about what I think, I came here to listen to what YOU think, good people generous enough with your time to actually read this. What would you say is the first thing I should attack with my portfolio? What would be a good check-list for me before I can expect to actually get noticed? How long should I expect to spend on that? Is my aim of 3D Enviro/Prop artist in AAA realistic, or does it seem like I'd have better chances working towards something else? I do enjoy stylized art for more casual games, should I keep that more on the hobby-side or should I keep it in my portfolio? And any other pointers or roasts you feel like adding.
I'm out here to be vulnerable and to learn, so feel free to be as real as possible with me.
Before I let you have at it, here's some highlights from my portfolio.
...I have sketchfab models, but the links wouldn't work.
The general vibe I'm getting from most feedback is "Just fukken do something, watch tutorials and make shit, goddamnit", and that makes sense too, but I wanted to make this post, even if no one replies and it ends up being just for the record.
I've applied to a number of smaller companies in Finland for now, and I hope to pick up better artist habits and start making noticeable changes to my portfolio and general attitude towards work and life.
I can survive with social security at the cost of my confidence for now, and I have a safety net in the form of a culture and arts funding for a 12 month art project that I can activate whenever I want within the next three years. The funding project is limited to a theme I've already pitched, namely one stylized environment per month. Realistic stuff doesn't get art funding, but of course, stylized, cartoony stuff might not get me a job.
With that mess of stuff in mind... Any input, thoughts, feedback, suggestions, headshakes, or whatever you can think of, is welcome. Thank you.
Replies
Thank you both for your replies! They seem to point towards the same thing, same with Zi0. The call for spending longer on higher quality portfolio projects seems unanimous, so long as my target quality is right for the companies I want to apply to, and so long as I posess the skills to deliver that within a couple of months or so.
Environment artist - 2 or 3 feature rich, in engine scenes, with attention to some props but main focus on the environments, showcasing composition, set dressing, lighting, tiling and trim textures etc.
Prop artist - a plethora of high end props, with a range in scale and complexity, showcasing high poly work, unwrapping, texturing, material definition, topology etc.
I think you have to decide where your passion is, stylised or realistic. If you have some time I would do some small 'quick turn around' projects as an exercise to see which you prefer. Try and imagine which one could you see yourself doing as a job for many years.
If you manage to figure it out which direction then you just focus on that path 100% and aim for a structured plan on what to have on your portfolio, do the things you enjoy but at the same time tick most of the boxes you see on job listings too.
Ideally you want to show props that you've made specifically to complement your environments as it provides context. Basically in your portfolio you want to say I know how to make props and how to utilise them to dress my environment, but my main focus is on the whole scene, here's loads of environmental beauty shots; I understand time management and prioritising my tasks so I have spent less time and attention on small props and more on my hero prop.
It feels more meaningful to showcase a hero prop that you've made, for example an ornate fountain that you've used as a centre piece in your 18th century court yard scene, than to show a random gun or vehicle.
I hope that makes sense, let me know if you need further clarity.
@zachagreg seems to elaborate nicely on this, too, thank you! So environments in a portfolio likely would ideally be smaller than production ones, and might have a higher "percentage" of props being higher end and hero props. But like Ex-Ray suggests, it seems to make a lot of sense not to go nuts with more than one or two props, as all props should exist to serve the whole of the environment. It's a scene, not a pedastal for one prop! The whole thing is the art piece. I think I'd do well to keep in mind these points you've given me
Anyways, yes, I've got to make up my mind about what to do, and I need a scope for what sort of exercises or tiny projects I should do for that.
For the stylised asset project, same advise as above but perhaps look at the game 'Firewatch' and the props made for that, see here: https://www.artstation.com/artwork/QqgBd and http://janeng.com/?p=676 and try and match that quality.
These projects shouldn't be consider portfolio worthy but as training. When you have levelled up you can scaled up the project slightly, walk don't run. Small diorama before a bigger environment etc.
It can be difficult to choose which path, sometimes that choice has been made for you ie. if you are working in a studio and your next project is in that style, or you decide based on the job availability.
Regarding perfectionism and procrastination, you'll have to changed that mindset. These are things that don't go well in games development where you have task iterations, re-works, quick implementation, new features, schedules etc. Try and figure out why you feel this way, is it really your voice or somebody else?
Doing small project with critique and feedback from the polycount community should help you improve your skills, which can be a healthier validation tool that you are going in the right direction, and to counter the perfectionism and procrastination.
You just reminded me something I forgot to mentioned regarding 'quality vs quantity' and 'spending the time to reach quality'. Besides the obvious benefits there are some other points to consider.
- People prefer to know you can reach that quality standard, as it means you understand the effort and attention to detail required to get there. For example somebody finishing a marathon knows the full struggle and efforts to get to the end.
- It is much easier to improve someones speed and time by improving their workflows than trying to improve their artistic output, which there is no guarantee they can get there.