Hi guys,
I have heard friends got very good offers on site of GDC, while some of us had to go through art tests as a step to get second interview. We are all students, just wondering what kind of company or what level of skills make the company decide to give u an art test
Replies
Also, being a student means you are a more likely candidate for an art test. People with experience can often get by with their resume and work from shipped titles.
Alex
Giving you a test, confirms that you can do great work, and also shows that you're able to do that great work in a reasonable amount of time.
If your portfolio and/or your CV is good enough to get them interested but they still have questions about your skillset -- maybe you have too many characters and not enough environments, too many vehicles and not enough weapons, only high poly or only low poly work, not enough textures to assess your competence making them--you are more likely to be asked to do an art test.
But what do u do after u finish your art test. One of my teachers warned me that do not send orginal maya or texture files to company because some of the studios will use the work for free but turn down the applicants. He suggested that only send the renders. I sent the original file anyway , trying not to offend the company. What is a better way to do?
Also, if you have done wonderful work for art test, can u use it later as your portfolio. I think most company wanna keep it confidential.
I was really surprised when I didn't get an art test for my first job...but I did have two interviews before then.
Here's what I've experienced:
1)If you got the job the work you do at the company will always be better than what you did for the art test (or you're not performing at the level you proved you could). Therefore, any one of those pieces will make a better portfolio piece down the road.
2)If you failed the test, it will be obvious and a big fat failure right there for all to see.
3) A LOT of people are assigned the same test. It makes you look bad to have that same crap in your portfolio. Game developers know and recognize other game tests.
I've had passed tests in my portfolio before, nobody ever gave a crap about those pieces. Mainly because it's obvious it's not me. Let your own art shine to tell a story of who you are.
Flying someone in for an interview takes a lot of resources when you consider plane tickets, hotel fares, transportation, group lunch, the office manager's time, art team's time, and time from any other employee involved in the interview process. Getting those answers before bringing someone in keeps costs down and usually makes for a more direct interview process.
When putting together a test, I tried to change it up each time to reflect what artistic questions I needed answers to. Changing it up also gave some variety so each applicant could end up with a unique portfolio piece if they didn't get the job. I've never understood why some companies give the exact same test to hundreds of applicants. It just seems lazy on the employers part. One that comes to mind is that ship model that Stainless Steel Studio seemed to send out to everyone looking for a job in 2002. I'd personally be weary of companies that give out art tests without at least talking to applicants on the phone first.
I have an instructor who went to a 2D movie studio, asked what he needed to do to get hired, and the person he was speaking to handed him some paper, pencils and told him where the drawing studio was at. He had from the moment he was given the paper till 'closing' time that night to animate a dog jumping onto a box and then jumping off again.
The vibe I get is that unless they see an amazing piece of work where they hire you on the spot, your portfolio may or may not determine if you need to take a test or not.
max and photoshop ones,
with a render and wire render,
ok i emailed them back the render and the wire and max file,
i tired emailing hr back the ps files,
some were just big for her email box,
i emailed her about it a week ago,
still waiting for a response,
are they just slow on getting back to you on things like this,i may call hr today or re email them,
Chris
Art tests are exhausting
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you know what this is?
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Art tests are exhausting
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you know what this is?
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bwahahaha
oh yah
that one's a keeper
You don't necessarily have to write off an art test because you didn't get a job. Sometimes people don't get jobs for other reasons.
Unfortunately, many companies will not tell you if you didn't get a job because they didn't like your art test or just because they found someone else with more experience, especially for entry level positions.
Having a good art test in your portfolio, especially if you can show the reference pieces, is an excellent addition (again, if it's a GOOD piece). It shows you can take direction and produce art to an industry standard given the kinsd of guidelines employers often give their artists. That is: a piece of concept art, poly count and texture restrictions, a time frame and maybe some feedback for changes.
Just because you didn't get the job doesn't mean the art test was failed. It's possible that's the case, but there are enough possible reasons besides that to not just write it off immediately, especially if you think it's good work and represents you as well as any other piece in your arsenal. Just because is wasn't what Art Director A wanted doesn't mean it's not what Art Director B will want.
Use common sense, of course, and get crits from friends and the mighty art beast that is polycount. But you don't always have to blindly write off an art test for a job you didn't get.
btw, danr wins this thread.
Generally, if you've got a lot of directly relevant experience, you're an established artist and your portfolio leaves them certain that you have all the skills needed to do the job very well, you're less likely to be asked to do an art test. It also helps if you know somebody in the company who is willing to recommend you.
If your portfolio and/or your CV is good enough to get them interested but they still have questions about your skillset -- maybe you have too many characters and not enough environments, too many vehicles and not enough weapons, only high poly or only low poly work, not enough textures to assess your competence making them--you are more likely to be asked to do an art test.
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dot
I know Max (or at least I did several versions ago, the last time I had access to it regularly) but I'm currently using Blender. Assuming my work on a test is otherwise solid, would that lessen my chances of being hired?