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Enviroment art portfolio...

polycounter lvl 12
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Rockley Bonner polycounter lvl 12
What should be included in an enviroment art portfolio? Should I have props and small modular pieces or should I try and build a whole level?

Thanks!

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  • gsokol
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    gsokol polycounter lvl 14
    Why not all of the above?

    Make a whole level constructed with modular pieces and populated with props :p.

    Seriously though...It would be good to show both.
  • bk3d
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    bk3d polycounter lvl 5
    You should really have a very detailed environment.. If you only show props.. then companies will look at you as a prop artist.
  • Jeff Parrott
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    Jeff Parrott polycounter lvl 19
    You could have a mix of things (Props & scenes).

    Probably full playable levels would be more a World Builder/Level Designer position.
  • Justin Meisse
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    Justin Meisse polycounter lvl 19
    jeffro wrote: »
    You could have a mix of things (Props & scenes).

    Probably full playable levels would be more a World Builder/Level Designer position.

    You'd be surprised! At my current job I build entire zones in max - the world builders place extra collision primitives, monsters, npcs and scripted stuff. And while my first job had traditional world builders, I still had to create very large interior dungeon rooms and large castles with interior play spaces.

    My current (old) portfolio is 50/50 between props and environments... and there's some UI work in there but I didn't want to do the math.
  • Autocon
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    Autocon polycounter lvl 15
    gsokol wrote: »
    Make a whole level constructed with modular pieces and populated with props :p.

    This is basiclly environment art from a protfolio standpoint. All the technical shit like collision and junk is something you will do at work to make the level work. But for just an art folio you want to show art.

    Creating a level using modular assets/textures. Giving life to that environment with secondary props such as uniquely mapped and tiling textured assets. Lighting and shader work within a game engine. And of course breakdown work is always big plus.

    Really just making a bad ass environment :)
  • ParoXum
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    ParoXum polycounter lvl 9
    Yeah though you don't want to work with people that can't do proper LODs or collision meshes/prims for their levels, even if it's not something we usually show on a portfolio.
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