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First Job Interview: What to ask?

SimonKl
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SimonKl triangle

Hey everyone.

Freelancing I have done so far has always been via private clients or people from artstation asking me to model something specific.

Now though I got an interview coming up for a proper studio. Still remote work, however I am definitely nervous about what to ask and how to conduct myself.

Any tips from experience or even someone who has done screening would be life-saving.


Simon


Edit: Just found this section in the polycount wiki: http://wiki.polycount.com/wiki/Game_Industry#Interviews

I'll go through this now.

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  • Eric Chadwick
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    Yeah those should give you plenty of ideas. But feel free to ask for clarity as needed.

    Best of luck with the interview!

  • SimonKl
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    SimonKl triangle

    Thanks Eric.

    The interview went pretty well I think, since it was set up for 15 min but ended up taking 50 and I got asked to do an Art-Test. That's what I am worried about now.

    I should probably create a new topic for this but I have a feeling I'll be asked to create a real world building that could be used inside a huge open world. I have done environments before but I always approached buildings in a modular way to keep the texture res low.

    However from what I see from their videos, their buildings are rather low-poly and never seen very close up. Maybe they approach buildings as a whole and don't compose them of modular assets...

  • Eric Chadwick
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    It's healthy and expected to ask questions when the instructions are vague or incomplete. Treat it like a freelance job for a client, get clarity on what you need to know to complete the job/test to their satisfaction.

  • SimonKl
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    SimonKl triangle

    I will do that. Currently I am exercising a bit.

    First I'll go for the regular modular workflow I am used to, then I'll try a more "whole-building-approach".

    Any tips for the latter?

  • Fabi_G
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    Fabi_G insane polycounter

    For whole building approach, you could cover large areas with trims/tiling textures and complement with detail meshes (doors, windows, edge meshes, pillars, ...). If you got rules on amount of material IDs/ customizations, you can atlas accordingly. If it's a released project maybe you can pick out some techniques from existing assets. With questions you can also show your understanding of the intricacies of the asset creation, or document and attach your thought process.

    Much success with the task 🚀

  • SimonKl
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    SimonKl triangle

    Very good advice, I appreciate it a lot.

    I think tomorrow I'll finish my modular exercise and then I will try to give myself a task for the whole building approach lol.

    It is kind of weird to think about giving myself an Art-Test. Maybe I should include a blueprint? Probably reference pictures of the building is what I'll get though, who knows.


    Thank you, Fabi!

  • zetheros
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    zetheros interpolator

    did you ask how much you'll be getting paid? that's probably a pretty good question, apparently artists are a dime a dozen and bad companies are aplenty. If they don't come up with a salary range in the first few meets, it's probably a bad sign

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