I thought I'd start a thread where we can share the more unconventional portfolio criticism we've all received in our quest to become toptier rockstars.
Unconventional = mostly unhelpful and tongue in cheek trolling, many times condescending and at worst downright insulting and dehumanising with a total lack of empathy and complete disregard for details.
Usually this kind of criticism when countered is followed by "google it" or the critiquer refuses to engage further sometimes blocking you.
Feel free to post links or pictures of your work alongside the critique.
No need to mention the critiquer. You can also add a note about your self critique of the critique in Artist Comments
Please list under the following format
Portfolio -
General Critique -
Specific Ciritque -
Artists Comments -
Replies
It is a difficult time to enter the industry with all the layoffs, certainly the portfolio matters more than before and I'm trying to achieve a balance between the tech solutions I use to make my process of making art more efficient and also improving on the art itself with feedback.
Thankfully the tech I'm using and the way I'm using it has allowed this across all the artwork I'm upgrading.
For some of the pieces, I can say they are final more easily, such as zhou yu and khan model.
With good presentation, I think the portfolio should be good enough for the level I'm applying to just with those pieces, for the moment I am focusing on their hair and rigging for posing.
For the gamagori piece, your feedback in the other post really was very valuable. While I did feel that the clothing and armor wasn't cohesive with the model as it is now, I hadn't though of the clothing and armor in the way you described, so very grateful for the input.
Its helped me think along redesigning the armor particularly on how it all fits together and getting into the nuts and bolts of its fabrication.
I think this will overhaul the appeal of the model as a whole.
I'm still not keen on doing Scott Eatons courses at this time. I do recognise shortcomings in anatomy and I would prefer to address them specifically rather than doing an entire course since I don't believe I'm that far off from the fundamentals with the knowledge I currently have to work with.
I wasn't rejected on that knowledge when I was hired, and I did verify how important anatomy is to game production at senior levels atleast across EA's studios. They really do approach it with a flexible mindset and are quite willing to allow discrepancies through so long as it doesn't impact the game as a whole.
I do feel I would benefit me to take the course once I am looking to create sculptures for 3D printing, so I am thinking its better to delve more into that approach at a later time.
I'm also interested in Scott Eatons tailored courses for film and game studios,
https://www.scott-eaton.com/category/anatomy
I am assuming that these are more focused towards game production, so I'm keen on EA (or any studio I join) facilitating this with manager approval. (Scott mentions one for Respawn)
It is good that studios are investing in this model.
it does beg the question though as to why a class like this is necessary at a studio.
If the artists hired there have been vetted for being strong in fundamentals as is being said here, would they really require such a course considering the knowledge they already have which is what supposedly got them the job in the first place?
The art test was quite critical in the hiring process at EA, more so than the portfolio which was evaluated for the potential performance at the art test.
I likely won't have an art test for my second engagement unless its deemed necessary, for other studios I do expect an art test, though if I'm rejected for portfolio reasons, I hope to get that information from art reviewers at the studio.
Either way I will continue to improve on work with the feedback I'm receiving here.
I've come to accept that rejections happen for a variety of reasons and I'm definitely not agreeable to the mindset that getting rejections or being ghosted is solely because of portfolio shortcomings.
I didn't believe this before and my experience at EA and interacting with artists internally who worked with other studios established that there are several other factors and the initiative to improve artwork should remain the perogative of the artist to better themselves regardless of what the outcome is from a career perspective.
So currently I am taking my time improving my artwork before I feel ready to apply.
I'm not sure if it really is that simple, though I feel its important not to get too obsessive about it given how game art production actually seems to be.
I found the appeal and process of art to be variable across studios and projects.
Their reception was also variable.
Like the emphasis on anatomy knowledge as fundamental to artistic perfection is markedly diffirent when you witness first hand how flexibly it is approached at in game production and how much the audience actually cares about it as part of the larger product.
I strongly believe that dismissing an artist as weak based on deficiencies of a single artwork is counterproductive.
Scott Eaton has a whole section called Gallery Abominate,
https://www.scott-eaton.com/2013/anatomy-at-sony-santa-monica
where he includes art that falls short of the expected standard and is seen in published game productions, the work of old masters, his own work, the work of his students and in work that has critical acclaim.
The purpose of this gallery isn't to dismiss the artists and make them nuke their portfolios, its so that we can be judicious about identifying variations and not only see the variations as detriments.
Like each of those pieces passes quality control and I don't even know if their audience was able to see deficiencies, but here in game art there is a way higher standard being pushed on portfolios that belies the actual reality of what it actually necessary to meet a bar for hiring purposes and what actually is considered as the acceptable minimum in game production.
Its important that portfolio assessments are done keeping in mind studios requirements and the actual value an artist can provided to established workflows.
So while its important to see greatness in work, its necessary to be judicious about any standard set and a good workplace understands this because in the end what matters is that a product is being published for profit which might necessitate making calculated compromises
Oh totally, it is why I am upgrading each piece.
I'm also being mindful that some pieces will have to be set aside depending on how I feel about the upgrade, meaning I'll continue to work on them more and not include them just yet.
I've yet to curate my portfolio, but it will likely have the upgraded Samurai (zhou yu) and khan characters with more focus on their game readiness alongside an improved presentation for a realistic character art portfolio,
I had some accessories in mind, a cape for zhou yu and khan has a hood that we wears on Ceti Alpha 5 and also wears a starfleet uniform as a jacket which should help increase their impact.
But the application to start will be made with these two characters (with hair since at the moment they are bald/using stock hair from the tool)
There is one new piece realistic piece I hope to finish, though it might go well into the period after I've applied, maybe I'll keep working on for the rest of the year.
And a seperate section with disney models, primarily sculpts and maquettes since I'm noticing that for a studio like gameloft there isn't a hard requirement to show game ready disney characters.
I'll likely add the gamagori model here to show game readiness as an example.
When it comes to case studies showcasing improvements, I'll either present this at the very end, or make a post here on polycount and add a link in the artstation presentation leading to it.
I'll be very specific about what is changed.
Like if I have upgraded gamagoris head and the clothing has minimal upgrades I will mention this clearly.
I find the standards very variable, so I try to do my due diligence before I apply through research and networking.
Knowing fundamentals was how I could use these tools, and honeslty they really help with making asset production a lot less stressful.