Hey guys, I wasnt sure what to title this thread but I am simply asking for some basic advise from the people that likely know best and or first hand. I know there are plenty of articles out there, but I am more interested in what you people have to say.
I am a recent graduate, and with the competitive nature of the game industry (as everyone knows), its really difficult to get your foot in the door so to speak. Personally, I dont think I am ready yet (still working hard on portfolio and learning) so the questions I have following are simply general questions to help myself and others in similar situations.
I was wondering what is easier
to get occasional freelance work (just some cash to help while you work on your portfolio) or a junior position in a studio? Occasionally I hear about recent graduates getting freelance work, but it makes me wonder if they are full of crap because there work is not so hot.
How does one go about getting freelance work? I mean, I see people post adds here that they are available for freelance but I dont know what happens on the other end. Do they get many responses, are they posting elsewhere, are there other techniques in general?
What are acceptable terms when working freelance starting out? Do people charge hourly or by the model?
How does one find junior postions?
Like I said, these are just some general questions I have so I can start formulating a plan as to how to actually make money doing game art when the time is right. Any advice would be greatly appreciated, and if you do know of good articles feel free to link them as well.
Thanks in advance.
Replies
best way to get freelance is to work at a studio for several years, and then speak to your contacts once you've left the studio to work for yourself ( When you know you're experienced enough to get it all done right).
Ask some of the better freelancers on this site, like GaviMage, or Dave King, about their experiences.
Good luck! I look forward to seeing you progress into a marketable artist.
Almost all of my work from freelancing (and I would dare say my current studio job...) came from word of mouth. knowing people, getting your work out there (for myself it was competitions...) and just making yourself known. I charge by the hour..some charge by the week..some by the month..some per asset...it all depends.
As for a junior position...or any position, for that matter...and I think most will echo this, work more on your portfolio. Work work work, show your stuff when ever you can. Constantly improve and apply when you, and others, think you're ready. Look at other artists that have the position you want and strive to match their level.
Gav
Also this book is essential if you're considering freelancing.
http://www.gag.org/pegs/index.php
Go freelance after you've mastered the 9-5 gig and you're bored of getting steady paychecks and want to spice things up. If you think you'll have trouble getting an entry level position then you're really going to have trouble convincing people your the Juggernaut that can keep their project on course.
That's not to say you can't find freelance jobs, because you can. But the chances of them paying well or being portfolio worthy are going to be slim.
Sure, this guy may not be ready to get a contract gig for epic doing top of the line stuff, but that doesn't mean there isnt a project out there that would be a good fit for him. A good place to start contracting with no experience is small independent studios, places that don't have much to pay, but also aren't expecting the quality that you would get from a top notched artist with 5+ years of experience or whatever.
So lets be a little more realistic here, everyone seems to be saying, "you dont have enough experience.... so go get an onsite position!"..... whaaaa?
Really, you've got a couple options
#1, Which i would think will be the most productive, find a smallish indy development studios that is willing and happy to work with you, hone your skills and get some development experience.
#2, Join a mod, you can gain a lot of good experience on a mod, but this really isnt the same, as mods are usually filled with wankers and lazy bastards that have no idea what they are doing.... But you can manage to learn in this process, you just have to push yourself and try to find some reasonable people to work with.
#3, Continue to work in your free time, really to me this is the least helpful option. While you will improve as an artist, and you can try and impose some of the same restrictions that you would get in a production environment, nothing makes up for really working with a team, and nothing motivates you more than actually getting paid for your time.
So in conclusion, go out there, have low standards and take whatever work you can get! In the long run this can be a very productive way to start your career off.
Everyone has made really good points, but I like what earthquake is saying about finding contracts first; because in a way it validates what I was thinking.
It is sort of a solution to the whole conundrum of needing experience to get a job, but how do you get experience if no one will hire you.
You have to keep in mind at this point, I dont care if I make shit for money as long as I am working towards getting that dream job in some way or fashion. To be honest, I am living with my father right now and have no actual bills, but the student loans are looming and eventually he will get sick of my shit and kick me out for sure.
But really, the last thing I want to do is divert any of my attention away from doing 3d art (get a day job) because in my mind, it makes it less likely that I will ever find the time to make my goals a reality. So I think the key is to slowly work my way in, like Earthquake said; get what I can take like aesir reiterated, and hopefully get to working in a studio just in time to start paying the bills as needed.
Then again, I do worry about what PeterK said about ruining my chances of getting a job by going freelance too soon.
How does one find these small Indy companies anyways?
Again, please keep comments coming, this is really helping me a lot and I am sure many others in similar positions as me.
This might help:
http://www.gamedevmap.com/
http://www.creativeheads.net
Mostly mainstream studios but may be lucky with some of the postings.
I wonder if Facebook would have postings as well?