ok, long time lurker first time poster so be gentle.
i was lurking round the net today and i came across
this.
I've only been to a few game devs site in my day but this is the first i've seen present an art test strait off the bat (as well as normal C.V. and reel requirements).
So i immediately thought, perhaps this is something i can use to sharpen my skills(i,e working within given restraints, to a commercial Quality).
So i'm going to collect and post as many as i can, in the hope that someone else will also find this useful. Feel free to post any that you find here as well.
I'm thinking particulary of environment art but any will do.
Replies
http://www.bizarrecreations.com/jobs/environment_modeller.php
They will ask you about it in the interview, how long did it take you to create this scene? If your answer is one month theyl probably not be happy about it.
If you decide to change the concept and then send it in I think it will be a insta failure unless u made something super cool.
Oh the one month im not sure how long it should take to make it but if they feel it took to much time they will question why.
These are my ideas, I havent done the test or even been there. (so things can be different)
http://www.splashdamage.com/envarttest
http://www.splashdamage.com/3darttest
Stimpack- yeah i know what your talking about. Definately would have to be another test further along to gauge speed/quality as part of the recruitment process.
Filbot- no worries, if you need to bounce ideas/get feed back just P.M Me .Not sure if i can help
probably be a few days before i get a chance to start myself.
joe gracy- thanks, thats the kind of stuff i'm talking about. gives good perspective on the way different studios work and/or quality targets. also following them will be good practice.
TheWinterLord - yep, too true. one of the reasons that practicing on these will give you good perspective on your skill level
http://www.nlgames.com/Art_Test/
http://www.play.net/hj/info/apply/texture_map.asp
http://www.play.net/images/corporate/Simu3Dtest.jpg
will add more if i find them, will check periodically.
Base: Which place the base image of a diffuse.
Overlays:which i have all overlays,highlights,etc
Light:which i add the AO map and any other sort of shadow work
In the same PSD ill have similar groups for my normal and spec maps.
In the past i didnt organise my work at all and when i first had an Art Direrctor come up to me and request work changes i kinda freaked because i had to redo a ton of work that could have been easier to change if i organised my PSD better.
Another advantage of good psd organisation is being able to make variants to a texture/normal/spec real fast. When i get a request for a variant i can easily go in the psd,stip all of the uneeded elements real fast and have a variant finished within an hour or two depending on the complexity of the variant texture. Also you can strip elements of an old texture like bases and overlays to make new textures as well. When you have strict time contraints on work it helps alot. I currently have an average of 2 hours time per texture from scrtach to finish and having a good orginasation system helps to work in the proper speed that i need to.
And if you are required to turn in a PSD for an art test showing good organisation will get you some brownie points as well because it shows you have good work structure and if someone else has to change your work its much easier if you have it all nice and tidy in the PSD.
Well cheers and good luck with those art test.
http://www.torus.com.au/index.php?page=artTest