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article: Game Industry for Entry Level Artists

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killingpeople polycounter lvl 18
Game Industry for Entry Level Artists: The Portfolio

"This is something I’m going to repeat, but it’s worth mentioning as much as possible. When using a website to show your skills, you must ask yourself one simple question: “Do I want to show people my work, or my website?”"

http://www.gamecareerguide.com/features/277/game_industry_for_entry_level_artists_the_portfolio.php

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  • Rick Stirling
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    Rick Stirling polycounter lvl 18
    I'm not a fan of that article at all - it seems very central to character artists, and pretty much ignores environmental art, except as something that is built in a level editor, which is rarely the case these days.

    As to the 'check that there is a job', well, no. Most places I have worked at will always look at portfolios, and often hire talented people even if they were not specifically looking to hire at that point in time.
  • wille
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    wille polycounter lvl 17
    I stopped reading when he said that he recommended them getting that Paul Steed book.Why not build a time machine and go back to the mid ninties and apply for job while you are at it?
  • hyrumark
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    hyrumark polycounter lvl 12
    Interesting article...

    Yeah I agree, that Paul Steed book I found pretty worthless. However, his book "Animating Real Time Characters" has some great information for Character Studio.
  • Ryno
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    Ryno polycounter lvl 18
    Paul Steed's book is bad. I used to teach for Mesmer, and often times had students come in saying that he knew all of the basic stuff, having read Paul Steeds book. Then I'd have to spend at least 2 days un-training them in some of the ridiculous workflow habits that they had developed. How could anyone who is so technically un-educated even be allowed to publish a book on game art?
  • hyrumark
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    hyrumark polycounter lvl 12
    Yeah he's all over the place in book...no type of flow whatsoever. I remember reading it and shaking my head, it's almost like he goes out of his way to model things in the most difficult, incongruent way possible.
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