Hey everyone, I don't post much here, more of a lurker than anything. I feel like I am missing out on something key in breaking into the industry. Back in 2016 I had about three interviews and landed a month work experience/internship at a small games studio, but since then everything has been silent. There are no art tests or phone interviews, lots of automated replies.
I'm not sure where exactly I'm going wrong, I'm 27 at the moment and I'm feeling like I'm just not getting where I want to be at the moment.
I feel like I'm a little lost, and I'm not sure which direction I need to take to become hirable and useful to the industry.
I've attached my CV and Portfolio for anyone interested to check out and tear apart (in the name of progress)
if there is anything that I could change, be it portfolio, or CV.
I find cover letters to be the hardest to make during an application, so if anyone has advice for it, I would love to hear it!
Thanks for taking time to read!
Portfolio:
https://jjamieson.artstation.com/
Replies
your roman temple scene is nice, its feels complete and fleshed out. the lunar base is good too, especially the more complex shapes with the hydroponics props themselves. the exterior part of that scene feels more basic, lots of square basic shapes vs the more complex shapes in the center of the scene which feel more realistic and senior level. A lot of jr work relies too much on simple basic square shapes, while more senior level work and employable portfolios show a mastering of more complex shape language. I would focus on breaking boxy, straight lines in your next piece.
the pillar scene feels unfinished, avoid presenting work like this, finished, fleshed out scenes that look final are way better for showcasing you can take something to final quality which is an important skills employers look for.
the Japanese scene looks ok, but again, the modeling work is pretty basic, lots of square blocky models, the roof pieces could have a lot more polygons to be up to current gen spec and the materials on everything feel the same in terms of material definition, there is no real difference in roughness values on the wood, paint, plaster etc.
I think you need to cull your older work, and make something that can stand alongside current gen games, with fleshed out materials that read clearly. none of your work is terrible, it's just a bunch of stuff every recruiter has seen 50x a day, bricks, ashphalts, damanged pillars etc.
my biggest advice would be to pick a cool concept you really like from another artist on artstation and try and make a 3d version of that environment, that is an important skill to showcase as well. that way you dont have to worry about coming up with the shapes yourself, you can get all the complex shape language from an existing concept. that helped me a lot while i was learning.
hope this isnt too harsh, the intention is to help and give you some perspective why you are probably not getting replies. your portfolio should clearly show what role you want to do. if its materials, go all in on that and look at how other high end materials artists like javier perez, josh lynch, jonathan benainous present their work and the quality bar they are hitting etc.
things are only going to get more specialized as the complexity of next gen (current gen now) increases, so get super focused on how you market yourself good luck!
https://polycount.com/discussion/224176/what-do-i-need-to-learn-to-become-a-material-artist#latest
The active word in Material Artist is Artist - breathe life into your work and people will pay attention to it
Good luck!
Same deal with props taken from libraries. If you have an outdoor scene where all the foliage is from the UE4 store, I'll assume you have no idea to make foliage. But if you've got five types of bushes in a scene and you just made two of them, that won't count against you at all. And it'll probably make for a better portfolio piece than if you try to make a scene using just two bush assets.