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What is missing in my portfolio as an environment concept artist?

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Shawnlooyen polycounter lvl 3

I've been struggling to determine if my work is on the right track or competitive enough for the industry. It’s been challenging—I’ve been out of work for a few months now, despite applying to many studios. I’d really value a fresh perspective on my portfolio to understand how I can improve and better align it with industry expectations. Any feedback or suggestions would mean a lot to me.

You can view my work here: shawnlooyen.art


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  • iam717
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    iam717 interpolator
    I wouldn't know much about the industry as of late with all the brain-washin of go use the unmentionable.a.i.
    sry things have been, "slow" lately this place used to be so active, anyway, 1st thoughts better late than never i suppose were.

    i made a list of "thumbnails" and interesting pieces that got my attention:
    1. Ruins of Defiance: Hades’ Forsaken Throne
    2. Vecna’s Temple – Adventures of Jasper Havelock
    3. Oswald’s Airship Interior

    Perhaps try simplifying the environments ? you see to like the "world of warcraft vibe" lots of similar locations, cathedrals, airships, temple, ruins. 
    Simple "work" might be the go to, if its easier on you and for you.
    I tried.  i think a lot of people should probably start looking at indie and real indie cause some p.o.s high-invester-studios are playing pretend indy and i think that is a p.o.s. move and speaks volumes about their goals of really eliminating employment possibilities for "everyone", anything to get the unmentionable-"popular". 

    All the best otherwise.



  • pogiboi
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    pogiboi polycounter lvl 13
    Hey Shawnlooyen! You've got some good things going in these pieces, particularly Oswald's Airship-Appealing lighting and general sense of 'lived-in-ness' for the interior of the ship. I'd love to see more break-outs and explanations of the different sections and items of the interior or at least zoomed in detail sections of certain parts of the interior that are most important to the story. 

    I'm digging your linework/variation, but I think you can make some of your lines a bit bolder to describe the major forms and make primary objects pop forward. Right now, some of the major forms run the risk of being lost as the lines get thinner, especially when you zoom out a bit for readability.

    Hope this helps and good stuff! Hope to see more.
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