I have have noticed a trend where most job offers ask for WAY over qualified staff. For example you must have awesome 2d and 3d skills to model rocks for a game that ends up looking like a turd.
My question is whats the point of the nudge-nudge-wink-wink game where both parties involved know that no fucking way someone that good will want this shitty job?
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Or it's just the studio being a little too optimistic.
It also depends whether the company has a pure HR team rather than art-ish types checking over applicants, and how much control they have over the process - I'd guess that in a larger company, HR will have more control and therefore use the qualifications as a screening process, but often if it's just a lead artist checking over applicants, they might allow someone in with a great portfolio even if they lack experience.
That's what I reckon anyway.
Why hire someone who only has the skill to make crappy rocks? Better to hire someone who can make those crappy rocks quickly and then move onto other, more complicated art assets after they've figured out the pipeline by making rocks.
I've noticed that they put these high qualifications, because they want to see whether you can do it or have it in your portfolio. If not, then maybe the next resume does have the experience they are looking for. It also seems like timing to get a job, its what are they looking for now.
At the time, Maya had only been out about 2 years. I don't even think that Power Animator had been around for that long at that point. Shoot, 3d games had barely been around that long.
1) What software packages they are using, is it software you can use or adapt to easily?
2) Previous game art the company has done and perhaps art from the game you hope to be working on. Does it match or exceed what you can do?
3) An email link to send your stuff to.
Anything else really shouldn't matter. The worst that could happen is that you will never hear from them again, GASP! Rejection is a hard thing to deal with but you have to get used to it if you are going to try the carpet bombing method of getting in.
I actually look at the examples sent in before I open up the CV/Resume as I prefer to base my opinion on the work itself. So if you have an excellent portfolio then you should definitely send it in, dont send it in for Senior/Lead role though as thats going a bit far!
About the never hearing back, unfortunately that is bound to happen if your experience is way off the mark, I would spend for ever trying to reply to every application that I got, but If do dont try then your definitely not going to get it are you.
Best of luck to all you who are looking!
My friend applied for a concept artist position at Naughty Dog and they asked him to send a VHS Demoreel, why didn't they just go the extra mile and request Betamax?
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I think that is a true test of "how much do you want this job".
I didn't do a david brent and chuck half of them in the bin, but you really do develop an eye for the stinkers very quickly. In the end I hired two guys with no experience but very stong portfolios / demo reels, and of course the right level of confidence in their interviews.
I myself have been to shitload of interviews, from the age of 17 to 20. All with games companies and all based on pure speculation that they want someone, thus sending in an email with some jpegs. Of course I never got any of these jobs because I was hopelessly bad at 3d. but they are ALWAYS willing to meet you, just incase there really is a Gem hidden up your butt.