I have been calling myself a graduate 3D Artist for 3 years now and still have not landed my first role in the industry. I have searched and applied for jobs across multiple sources, contacted many companies through email and phone, and contacted recruitment agents. The response is always either no response or a generic "Sorry, but we don't think you're a good fit. Don't ask for feedback" reply. For these 3 years, I have tried to improve my portfolio and sought advice from industry professionals. I am always being told it looks good but needs a little more of this or that, but they say the same thing after I make those adjustments.
So, please, tell me what I am doing wrong? Why am I being ignored by whichever recruitment agent I contact? Why do companies not want me? Why does no one seem to invest any interest in me? Is my work garbage? Is it not worth me trying anymore? I am in desperate need of a job, should I make that clear to these recruitment agents who don't seem to care?
Portfolio:
https://www.artstation.com/ranbir_kang/albums/1617715
Replies
Once you do figure out what it is you want to do, start researching. Find every single portfolio you can of recently hired juniors / senior artists who are producing work in the style and focus you are interested. That gives you the bar to reach and leaves no question if your portfolio is at a hireable point.
your environment work is not up to industry standard quality, and neither is your character work. Your material work is not super refined and EVERY material art student has a bricks, planks and rock material. those are the most generic examples of content you could have. You need something that is interesting and grabs peoples attention. If you are gonna have a brick material in your portfolio, it should look like the best damn brick material on artstation for it to have an impact.
Basically, if I was to open your portfolio from an application, my first impression would be "this is a student portfolio" the mish mash of characters, environments and a couple props/materials shows you are learning but havent figured out what you want to strive for mastery in yet, which is fine. figure out what you enjoy and then tailor your portfolio to that, when a recruiter opens your portfolio link, within 2 seconds they should know exactly what you are super into.
overall your work is just not up to industry quality yet, and while that sucks to hear, that is the reason you are getting rejected. figure out what you really love doing, and then push all your output into show that, to a level that looks like it would fit in a current game. hope this helps
edit: there is a thread where people who recently broke into the industry post their portfolios: https://polycount.com/discussion/187512/recently-hired-in-aaa-show-us-your-portfolio/p1
I'm sorry to have involved you guys in my mess. My mental health has gone down drastically and one of the reasons I posted here was because I wanted even a little bit of acknowledgement to lift my spirits. Just so I know that I am not wasting my time and I might almost be there but that is clearly not the case. No one in the games industry wants me and almost no one in any other industry wants a graduate, who failed to even start his career, and has mental health issues on top.
Take some time away from it, reassess and stabilize other parts of your life. It's just a job at the end of the day, truly not something to go down a hole over. And I say that with experience doing just the same, feeling so desperate to get in that it was driving me insane. Now that I'm on the other side it's like... Hey this is fun but it can still grind you like everything else. Real joy and fulfillment isn't going to come from an external force. Do whatever you possibly can to turn the art into something that brings you happiness because making it just a thing you grind at to get a job is unsustainable and destructive
Its a good idea to have this information before receiving more feedback.
I saw from your linkedin that you have graduated in computer animation, how are you doing on that side (animation)?
Also you did a course from game art institute, what was their feedback on your work and what pieces did you complete during that course?
Does your university provide alumni services and work placement opportunities?
The majority of graduates from my school got their first jobs in this manner. And I can tell you that their portfolios looked quite similar to what you have now, so there are advantages to going to a school that go beyond creating quality portfolios.
Also see if there are openings in architecture/product visualization and childrens animation.
I've personally found these two areas to be a lot more flexible when it comes to getting contract work (which can lead to full time employment)
While your portfolio can certainly see improvement it could be sufficient to secure something to start with.
Like I do see that you have an understanding of the programs and creating decent renders, a lot of the work for modelers usually is grunt work (even in games) atleast when you start out.
Problem is the way the industry is organised and the volume of applicants makes the competition quite fierce. Not to say that the actual work you do is anywhere near to the portfolio expected, there are many variables and it really can come down to timing and who you know at the time.
One issue I've found with most artists looking for work is them not being able to sell the work they have and instead constantly pushing portfolio without being fully aware of opportunities not just locally but in outsourcing.
Not everyone will have the same expectation of your work.
With the virus situation hiring is pretty weird right now, so I wouldn't stress it and use the opportunity to refine and refocus
You aren't wrong about having a variety of work, and many portfolios that apply to TV/film animation companies do showcase this variety but you can definitely polish your work further.
Find a job that doesn't tax you creatively and has locked hours.
And spend as much of the free time as possible on the art.
1) Look forward, don't look back. Yes, the situation sucks and is tough. But focus on what you can control. What can you control? Your daily work and effort and learning.
2) Get a job on the side like suggested above. Find a job that pays what you need and won't drain you. Use all your time next to work to improve your art. Relax on Sunday to keep your mind fresh. Go outside, meet friends/family etc.
3) You HAVE TO pick a niche. Pick environment art. Pick character art. Pick Weapon Art. Something. If you don't specialise, it will be very very hard. Get really good at that ONE thing and you will find a job.
4) Join communities. There are a lot now, no excuses. For environment art, my two favorites: Dinusty Discord / Experience Points Discord
5) Seek feedback, all the time. If you don't do that, no chance you will get better. Listen to feedback, observe it and most importantly, execute it. Share again.
6) Critically observe your own art and compare it to people's portfolio that already work in the games industry. Don't compare yourself to other students. Compare yourself with people that do what you want to do. Now, don't beat yourself up over it if you see those portfolios. Analyse critically what is better in their art than yours. Write it down. Adjust it in your own work.
7) If you can, get a mentor. CGMA, 1on1 Mentorships, other courses that offer professional feedback.
8) Learn all the time. Work on your art, watch tutorials, improve.
Alright, there's a lot more. If you want, I can write you 10 more. Just let me know.
Most importantly, don't give up. There are no excuses. I know it sounds like tough love, but it is. Everyone struggles in life. Everyone has their issues. Some choose to have those problems but still put in the work. I know it sounds all motivational and like all that inspirational stuff. But that's reality. You can do it. If I can do it, you can too, trust me on this one. Most importantly, enjoy the process. Otherwise, there literally is no point.
Hope this helps, wish you the best.
I think your Honda S8000 is your best piece so far but the presentation needs to be improved a lot. Try to maybe make a small diorama out of it, add a small charging station to it or make it into a small environment. Also try to make a proper hood for it and it seems like the grill was just stuck on the front try to make it part of the chassis.