Hey Polycount! So I recently got an offer to interview for a Junior 3D Artist (remote, contract) role at a AAA studio and I don't want to walk in there with no idea of what to expect but, to be honest, I really do have no idea what to expect.
I have so many questions, but a good place to start would be:
What does a 'day in the life of' a remote artist look like?
What is the pay like and how is it structured (per model, salary, etc)?
As a junior I feel I'll need a lot of guidance - is that okay?
Any insight would be much appreciated and go a long way in calming my nerves.
Replies
Wake up, make coffee, maybe put pants on, sit down and work. You need to maintain your own focus and keep on task. Youre at home in front of your personal PC so the temptation to flick over to reddit, discord or youtube is going to be high but you have to resist. Expect to get impatient when you're blocked while waiting for feedback. It's also very lonely at times. It's easy to fall into just working all the time but do make an effort to maintain your personal life. Also be prepared for hardware failures... I recently faced this and it can be very humbling to be employed one second and then out of work the next when a part fries.
What is the pay like and how is it structured (per model, salary, etc)?
That's a question for the person interviewing you. It depends on a million variables.
As a junior I feel I'll need a lot of guidance - is that okay?
Just be honest about that in the interview. If the company wants to invest in you, it won't be an issue. If they want someone who is completely self-reliant and only sends in top grade work on the first try, then it might not be the company for you and their expectations might be out of touch with reality. Remember, an interview goes both ways.. You want to make sure they are the people you want to give your time and expertise to.
Its a good thing though, I feel like more companies should follow suit.
Did you have to do an art test for them to consider you?
To your question,
I have worked remotely for a number of smaller companies, and time management and having a suitable work set up are critical.
Also be sure to look into saving on taxes through credits on rent and office expenses.
In many ways remote working can be very rewarding, though I can't really say its very stable, in the sense that I do have a part time day job on top of remote freelance work.
My hours are alot more flexible. If I need to do something during the day than I can easily move my hours around. You need more discipline to work though since nobody is behind you and there are alot more distractions at home. I have been doing it for about a year now and have been booked with work the entire time so I never had any issues getting freelance work but I know like everyone that it won't last forever. At some time I will have to start looking for more work since game productions don't last forever. Working from home can be very isolating also, I recommend going for runs and walks when you have free time, spend time with friends and socialize, etc... Not having human interaction for a long period of time can really cripple your social skills for a bit which is not good for your personal life and professional life. I have gone through alot of hardware replacements, cost alot of money but I kept all my receipts and got a nice deduction on my taxes. keep your receipts. Also learn about estimated tax payments if you don't know anything about it and you are in the US. Alot of US citizens don't know they have to pay taxes quarterly if the employer doesn't take out the taxes for them. Those quarterly taxes are called estimated taxes.
What is the pay like and how is it structured (per model, salary, etc)?
pay really depends on alot of things such as company, work, timeframe, workload, experience, etc...
As a junior I feel I'll need a lot of guidance - is that okay?
If they are hiring a Junior artist for a junior position than guidance should be expect or they are doing something wrong.
Remote and Jr level are somewhat incompatible, not impossible, but not really ideal.
As a person that works with outside contractors I really don't want to spend a lot of my time training people how to do the job they are hired to take off of my plate. The less time I spend hand holding the better off everyone is. That time and resource drain to ramp up new people is one of the reasons you'll see experience requirements or only Sr level positions open. Its a bit of a drain to ramp someone up even if they've been doing the job somewhere else and are already familiar with most of the standard tools and workflows. They just need to understand the pipeline and specific tools that are unique to that project and generally they pick them up pretty fast.
Being remote and Jr and as well, there is just a lot of management and hand holding that has to take place. If the talent is there and they just lack some experience and need a little guidance, we'll invest the time but it is a bit of a gamble because we're placing a bet on what that person could become, not what they are right now. If there are easier bets that we can place that involve less risk and sunk time then we will probably take the safer bet with a faster/easier payout.
Your portfolio should always show Sr level work, even if you lack the actual production experience. If it doesn't then it's a pretty hard sell and you'll probably need to hit up some extremely independent developers and start to build up that experience and the body of work will move you into the Sr role. If that isn't working out, then you might want to consider some mod work or personal project that will help you showcase the Sr level talent and skill set.
-wake up, have my coffee, start syncing all the files/updates
-go to the gym and workout
- get back home, start working. I am 3 hours ahead from most of the team, so most are still sleeping so i can hammer out 3-4 hours of uninterrupted work.
thats about it! Pretty similar to but working in a studio to be honest, still have group meetings and feedback sessions, random quick calls to problem solve via screensharing etc. Thats the same as ppl randomly coming up to your desk with questions.
the self discipline part is huge, you have to be able to still do your 8 hours a day and not get distracted by watching movies, playing ps4 or pc games cause no one is watching you. A lot of ppl think they could do that, but its a huge challenge after the novelty of working from home wears off.
But again the downside is with slack you are always reachable unless you totally unplug from it on your phone during your off time. It can feel like a self imposed obligation to get back to people in timezones behind you or on the weekend etc. You have to set your boundaries and stick to them.
when it comes to hiring juniors or people with no actual gamedev experience, it is a huge gamble and risk, but i have seen it if the person demonstrates the high level skills that show they wont need handholding. Like looking at an env artist portfolio, their level art screens better show a high level of composition and layout skills vs randomly smattered props in a “ok” looking scene etc.