Due to various things, I'm coming up on 30. What I originally studied for was in game dev, but after I finished that course, I found myself aimless and drifted for years. As it stands, I'm closing on 30, and depending on some family circumstances, by progression might be halted severely for several years.
So what I want to know is, if I get to be 30 or above, how much is that going to impact my ability to get my food in the door? Is age a factor for junior positions; will it just be handed to someone 21?
And at that, what is the most viable type of work in 3D? Easiest to get work in. I love to work on characters, though my skills are currently insufficient, but it seems to be incredibly competitive. Are props, or environments or such better?
I'm in the UK, for reference on what kinds of places exist here, but may be stuck in one little town for some time.
Replies
Yes, it's very hard and very competitive. I'm 30 and have spent my entire life making character art, and even now I still feel like a novice sometimes when I see what other people are up to.
I think it's important to do what you enjoy doing though, even if you decide it's too competitive to make a living off of character art, you can still do it as a hobby, or for part time gigs now and then. I've heard environment art is less competitive, but that doesn't mean it's less difficult.
I have worked with 20 year olds and people in their 50's during my time in the industry and as long as they can knock it outta the park with their work its never been an issue.
In practical terms
a : you are going to get payed like a graduate
b : in an interview you're going to be asked what you were doing with yourself between graduation and now - that's a question designed to identify how driven you are, how you've dealt with adversity or how honest and open you might be.
'I drifted for years' isn't a great look for sure but as a hiring manager I could easily find value in learning what motivated you to stop drifting and show up on my doorstep.
There are more prop/environment artist jobs than anything else and consequently that's where you find the lowest barrier to entry - its still competitive and there are more people than there are jobs but you get around that by being good.
If props or environments could be something you'd enjoy doing - just try it. Best set a clear scope and time frame. Personally, I learned a lot participating in challenges hosted here on the forum (bi-monthly environment, quarterly character art).
Regarding character art (or probably any type of 3d assets) I agree with Alex_J: Complete things, from blockout to rendered in engine, to train all the steps involved. Working from existing designs allows focus on the execution. Studies are fine of course, but I think they can run parallel.
For motivation and to share experiences, I would connect with people who are working towards the same goal. Guess you're already doing so by interacting on this forum. Go to game dev meet ups in your area, if you can. Perhaps join a mod team. Maybe in the future, you and your connections can help each other out. Also, just don't stop and keep going, update your sketchbook so you have something to cringe over in the future. As Zetheros wrote, maybe it's necessary to do 3d on the side for some time, while doing something else for money.
Best of luck!
Thank you. I will try.
Remember for the game art jobs not only are you competing against those in school for game art, you are also competing against all the self taught hobbyist as well- your portfolio has to stand out amongst a wide swathe of applicants.
But it was always implied, in the sense that if I came across as a big kid its probably better than looking like an older professional.
Though honestly these are rare cases and really comes down to studio demographics.
Usually the people that might reject you for your age are unlikely to have any real influence on the hiring process.
In general I've found recruiters to display more professionalism than artists that were more casual and subjective in assessment of a candidates profile.