Ok, a few weeks ago my dads friend who is head of games art f or a games company once told me, as i am on my way to a career in the games industry i should check polycount.com and give it a go i had no idea what he meant until now, if anybody out there has any advice for me on where to start, i must say i have no idea what to do, a bit of advice would be greatly appriciated, what skills im going to need to work on and how i am going to go around doing this.
thanks a lot to whoever replies to this post.
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Replies
step 2: follow critiques
step 3: WIN
The Pimping and Preview section is also excellent for finding inspiration, and seeing what level the rest of your contemporaries are at. Some of the best of the best post their work here. And they often show the steps that they took in achieving their legendary pieces. Following pieces you like is a great way to get an idea of how to make your own pieces effectively.
The Tech Talk section is the place to go for specific technical issues and bugs that you might run into while working. It is also a great place to go for recommendations on software packages and game engines. In an industry driven by technology, this section is indispensable.
Anyway, Rick, no mention of Silo in that post?
So I suggest looking into:
Design: Very hard to get into.
Programing: Lots of education, lots of openings also.
Technical Artist: Learn some scripting, work on automation, remove road blocks.
Artist: Sounds like you'll need a lot of training, much of which will need to be through self discovery with a good helping of guidance. This is a good place to stick around.
Q/A: Very low skill set needed but some pretty fierce competition. Not actually like playing games all day. Also low pay, and first to go when times get lean.