Hello Polycount community,
I am an aspiring environment artist (working on reel) however its becoming evident that finding a job as a modeler in the industry without any previous experience is becoming more and more difficult every day with all the layoffs happening around the industry and also with the growing popularity of Game schools. I just recently had a chance to speak to a recruiter for a game company in Montreal who also brought the same point to my attention. So my question to you guys is, what are some other good ways to get into the industry as an artist? I know there is texture artists and lighting artists but don't actually know what it takes to get a position like that. What should a texture or lighting artist's demo reel consist of? Or is there other positions/specialties which I could be looking for to increase my chances of finding that first job?
Replies
and in my experience lighting artists are few and far between, as its either a level artists job or art director, neither of which are particularly entry level.
if i was you the best way is to keep it amature but good, find a good mod team or work on small projects for free, even just showing that you have experince with multiple engines can help
I'd stick with straight env art, and try to hit as many different styles as possible (ie. high poly baked stuff for the gears-type, more straight geo with textures and more minimal baking for open-world, more painterly and less photo-reffed stuff for prince of persia ubi montreal type gigs etc.). The more diversity you can show in a portfolio the better, I say. This goes doubly so as someone without experience.
- you dont want to scare the good persons with things like no expierence in ... required
- you want to give the possible applicants some guideline of what they can expect
Maybe you have different qualities that are not listed in the job , or you have qualifications that range from 1 position to the other.
In that case just apply for multiple positions and explain in your cover letter that you are qualified or experienced in multiple areas. A person from Ubisoft advised me on that since my portfolio was rather unique he said. So dont be afraid of applying for multiple positions in the same company if you feel similar.
The other thing is that sure every company always wants the best people thats also why in times like these they fire a bit more people as they actually need to sweep off the lazy and less good people and search for new and better ones (sad but often true). Its always been like that but this model gives also opportunities to try out new jobs.
I think that this behavior also reflects sometimes the attitude of companies not caring so much for their employees by not further educating them or spending them with them and to build something up. So a good company probably is a company where current employees already have been a while even though they had the chance to switch.
Maybe a last tip: if you don't have success with the big companies maybe try the small ones? - there are lots of companies seeking talents and artists for rather small productions like for the iPhone platform, DS or PSP, or hell maybe even online flash games or Unity3d ones. You start somewhere and you can progress anyway later on if you want - getting more and more assigned to bigger projects.
Phone Rep/technical support, is another one. I'm not talking about IT or network admin but guy that guides customers through solutions over the phone. But is constantly being outsourced or automated, with the decline of PC games and the rise of consoles its not a hard job either.
Inquiring about this will possibly increase your chances.
Internships still require a good portfolio, working in QA and moving to art is going to require just as good a portfolio as coming from the outside, at least at my studio.
If you're not getting very far with your current portfolio, there isn't a trick or alternate way in that will excuse your portfolio. Take it as a sign you need to redouble your efforts.
There are a variety of disciplines (character, environment, prop, vehicles, riggers, technical artists/tools, textures [this is pretty rare nowadays though], lighting, vfx, UI) but they all require you to be good in that discipline - I wouldn't say being a VFX artist is easier than vehicles, for example.