Hi all,
I need 5 (or more) statements from any professional game artist out there, be it texture artist or whatever, saying that all i need in order to apply to a similar position is a website with my portfolio works, a resume, and perhaps a business card to drop off with people i come across. that's it as for as "the essentials" go. unfortunately, the "proffesional" know-alls in my school insist that's not the case. and that i must create postcards and shell portfolios and whatnots. so please, if any of you wouldn't mind helping me sticking it to them, drop me a line. i'll be quoting your name and position.
thanks
(of course if any of you feel differently about what's essential in this field do say so)
Replies
Joe Wilson
Lead Artist, 8Monkey Labs.
This what you were looking for?
Ryan Greene
Lead Artist, Valkyrie Entertainment
Seattle, WA
Gavin Goulden
Freelance Character Artist
Cory Robinson
Game Artist
it may not be the case, but they are your teachers and they give the grade.
Quoted for Truth, this is all I needed to get hired, and all we look at when hiring.
As a side note, the animation Reel needs to be available online, the days of sending out DVDs (or in my day, VHS) are gone.
Edit: Oh, and Quicktime is the preferred demo reel format because we can scrub thorugh easily.
Justin Dinges
Environment Artist, Raven Software
Elliotte Bagg
Character Artist
Sandblast Games, THQ
Your people are full of BS and lingo. That's how people without talent and skill cope, by using big words and acting like asses.
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Or they get a job in marketing for whatever publisher you are working for.
Seriously, keep it simple. Flashy stuff will only lose you jobs. It's the quality of the content that is important, the presentation should be understated and have a bit of style at most. If it requires more than three clicks or five seconds before the employer is seeing the high resolution images that they are interested in, you'd better rethink your site design.
BTW, what the hell is a shell portfolio?
the thing is, postcards, shell folios, etc. are expected from all students coming out of the illustration department in my school. what's missing in this consideration is that not all students have the same goals.
when i argued this point vs. my teacher, who is actually a remarkable artist and bright individual (note to per128), he refused to believe me. when i proceeded to argue that i had no interest in business, in general, he debunked me saying it is a requirement of the class. pfff. to which i would have said "well who said i wanted to take this class anyways? money-oriented classes should not be mandatory in an ART school, and students should not be expected to or encouraged to peruse one financial goal or another. the financial success should naturally stem from the art, so let the art take care of that. a portfolio should reflect the individual's art, and not the financial goal (assumed relevant by the school). If there's a specific field geared towards, then the portfolio should be made in accordance to the demands of this particular field. Simple logic, but the school fails to comply.
now this is taking this discussion to a more personal story about my school's illustration department and how it operates, which is wrong, imo. so, hopefully, these "proffesional opinions" might help me make my case. if not, well, there's always thesis next semester......
That is my exact opinion.
edit: whoops, didnt see you had enough.
It worked for me. No demo reel. No fancy schmancy printed dvd transforming reel holders.
Jesse Moody Senior Environment Artist Midway Games Chicago
you just keep them pro-opinion statements coming, and i'll do the talking.
i add, through which thousands of students go through. for these students, i wish to make it better.
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that's awesome. You sir have inspired me.
Ian Wells,
Artist
Iron Lore Entertainment
Ted Lockwood - artist
Valkyrie Entertainment
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At Threewave we hire based on talent and your own personal attitude. We review artist candidates daily and the best thing you can do for yourself is get the art in front of our eyes as quick and painless as possible.
An online gallery and/or demo reel has been the best way to do that.
I personally have been contacted numerous times throughout my career about art jobs and I've only ever had an online gallery which included my resume.
Adam Bromell
Supervising Artist, Threewave
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Hope this helps!
In the end, their practical game art skill will get them an interview, test, or job, not their video editing skills, or html/flash skill.
Jesse Sosa
Lead Character Artist
Terminal Reality Inc.
Hell, I dropped out of art school and didn't have a fancy portfolio or demo reel. I just had a white page with text links and a link to a .txt resume file. Nothing fancy at all.
And while you personally might not find it interesting or useful, there's probably a bunch of people in the same classes who will end up as freelance artists, and that is where the business knowledge will give them an edge over people who don't know what they're doing when it comes to sorting themselves out for working individually.
But their jobs is to make sure the degree reflects a broader range of positions (just in case you change your direction ), because otherwise you wouldn't be certified for the general degree.
Proving them that it isn't needed for game art jobs (right now) isn't going to change their stance the slightest.