http://www.alecmoody.com
I just finished my degree in photography and I am getting back into the game industry. Right now I am applying for jobs doing environment art. I specialize in lighting, materials, and mechanical modeling. Looking for feedback about how well that comes across. I am in the process of building new game work since most of my work is for older tech and/or is on a company server I can't get to.
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You got some great work on your site and a decent resume going already! I would end there, but you asked for feedback, so here goes:
The site in general is pretty straight forward to navigate, but I always like seeing the work right away. It seems like your site is more of an online home away from home than a portfolio, what im saying is that you have work from photography and game art, it makes you seem a little un-focused. Also what is the "looming thicket" section? I didnt quite understand it.
Your actual 3d work is looking good but I would like to see some break downs of the models. Texture sheets, wires, for example. The first picture you show is the porsche and I thought I was looking at a photo instead of a piece of game art. which means it looks that good. Maybe show some wires of the car instead of closeups of the front end.
The track is pretty sharp but it looks a little empty beyond that, add some of those sweet enviro pieces you have in your folio already to fill that in.
You already have your foot in the door but I guess as an employer I would like to see a little more focus on the game art rather than the photography. By the way dark sector was a pretty game, I enjoyed it!
Good luck on the job hunt!
As EbolaV mentioned, the navigation is not easy for people who quickly want to view your work. Replacing the dots with navigation arrows (under the images) plus simply clicking on the image to advance would be much more user friendly.
The weapons and the Alliance mod work stand out as the best, I would put those up first. You have some other game on there, presume you didn't make everything in that scene? It would be nice to have some text explaining what you made, maybe seperate shots of objects including specs like polycount and texture sizes too.