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Humbly Requesting Portfolio Critique: Brian Choi

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Brian "Panda" Choi high dynamic range
Hi Polycount:

My name is Brian Choi, and I'm a Junior at USC's Interactive Media Division.

With the summer internship season coming up and GDC rolling up in March, it's time for me to get a (first ever) formal portfolio critique, I'd imagine. Especially since this more or less is my last summer to do an internship.

My portfolio: choib.blogspot.com

In regards to my goal/purpose:
- I just want to work on a solid team as a summer intern doing 3D art and opportunites to work out 2D concepts as a priority, and (the unlikely dream) at a place where the art culture is efficacious, be that a lot of people or working with someone who'd be willing to actually teach me for a short time. Previous work experience has mostly been blunt in terms of learning experience, and mostly just throwing me at the wolves (which has been fun), but I wonder if there's a place/person who'd be willing to really show me the ropes, in a strictly craft skill sense. Understandably, internship philosophy varies between groups.

- The very stupid, shot-myself-in-the-foot career dream is to be a Concept Art / 3D Character? Artist ninja, someone who can stay on a development cycle for more than several months and hopefully till ship, supporting/working with an awesome family of developers.

- In regards to short-term objectives, it's clear that the big guns who do have fairly consistent internships (Blizzard, Riot Games, etc) are unlikely at the moment. I'm not averse to environment stuff, even though my overall artwork schema seems mostly directed at characters.

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Some critiques I've gathered already: (Feel free to extrapolate, provide solutions for, or reiterate the following)

- Lacking fundamentals everywhere in all my pieces.
- [2D] Not confident mark making, lacking material definition, just keep practicing fundamentalsm understanding of light, and anatomy (Jacque Choi sacrificed some time for a lowly person like me to provide that critique, of which I am grateful for)
- Get a real URL and make a real website. Wordpress is easiest solution. Organize it better.
- Gotten several comments that my (hand-painted) 3D has promise (of course, it's not majestic by any means)
- Focus the whole portfolio better, right not I cannot tell what I can hire you for or what role you're aiming towards. Generalists don't get hired as often as you'd like.

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So, I imagine overall right now it's an operation to prune and get to the point where I can show my best with the handful that I've pared down to. What those pieces are, I don't know. And I do understand there are bigger guns than me in my age group, so it definitely feels like a salvaging operation. Trying my best to sell myself though :)

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If there's anything I've missed, please feel free to tell me.

And lay it on.

Replies

  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Apologies for the verbose-ness -__-'
  • ZacD
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    ZacD ngon master
    Just critiquing the website:

    For cheap and decent web hosting, try holeinthewallhosting.com its $20 a year (plus $10 for a domain name a year).

    The white banner and black background have too much contrast.

    Each one of your images has a different "branding style" and text on it. I'd create a standard way of presenting and labeling the images.
  • Gav
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    Gav quad damage
    I think your work is good. You start off strong but it's fairly quick decline in quality.

    Like you've mentioned, and Zac as well, it's hard to figure out what's going on. Just the general flow of your portfolio and how it reads distracts from the quality of your work, like you're forcing my eyes to go from one decent character, to a prop, to what looks like a game concept, to a speed sculpt, to another character, etc. Specializing is one thing, and readability is another. Beyond the work changing in terms of context from one image to another, you spend a lot of real estate framing your work - which is changing from one piece to another - and that's also becoming a distraction. You don't need to create a template or anything like that, though it wouldn't hurt, but I'd just tone down on the filler and focus on your game art. To be honest, I'm not going to read your last panels - I'm not really in a position to care. I want to see game models, done well, no bullshit.

    If you could bang out a few more assets that match your leading piece, and focus the folio on 4 - 5 characters and props I think it would be pretty solid. As for concepts, I dunno, it's a nice thing to have but if you're not a rock star I wouldn't let it distract from your headlining work.

    Another thing is that you're focusing on a handpainted process - something that would fit into WoW, DotA, LoL, etc. That's fine, but you need to understand that it will limit your marketability as an artist. You don't need to create "Generic Dude A" with all of the dx11 bells and whistles, but as a person working on titles that does have a less stylized look - it may be harder to see the connection between you and their company. Like how much training time you would take, where your interests lie, etc. Again, not horrible - but just realize that it can be a problem. I've been turned down in the past because my work was too stylized - so - I'm speaking from experience :P

    If I were you, I'd just get a cheap host and make a one page set up with all of your info and more consistent renders laid out. More work like the first piece you have, nuke the concepts and design panels. It needs to be quick and easy. Basically, most people looking at your folio don't have a ton of time - so - avoid causing more work for them.

    Cheers,
    Gav

    Edit> just realized you have separate tabs for concept and illustration. It was a 3rd read detail for me. But - i stand by what I said above - don't distract from your strongest ability. You can be a character artist who happens to be able to draw and paint, but you don't need to spread yourself thin.
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    @Gav: any specific pieces that need removal to prevent the sttep drop to bad quality?
  • dystopianghost
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    dystopianghost polycounter lvl 10
    I would say that you really do need to focus your website on just a key job that you would like to get in the industry whatever that might be, I do agree that you should get an real url for your website most companies will view at your website as more professional that way. Also I feel like the white box were your name is to much, either tone it down a bit so its not so white on black or maybe add something inside there with the bare white. I think its a nice start though......... Also don't think that any dream is too much or out of reach if you want to work on characters work on characters make sure you have a strong understanding of the human form.
  • Gav
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    Gav quad damage
    3 and 7 stand out to me. It's not so much "bad" as it is "unfinished." Personally, I'm not a fan of the panels at the end - but that's me. Those 2 pieces, though, clearly are less polished than the other work you have.
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    I'm not sure what "3 and 7" are referring to :/
  • Gav
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    Gav quad damage
    Seriously?

    http://i.imgur.com/SjcyL.jpg
    http://i.imgur.com/tJ5Dd.jpg

    The 3rd and 7th image on your 3d page are obviously lower quality than the rest of the work because they look like thumbnail sketches and speed sculpts.
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    @Gav: Apologies for the airhead-edness, heh. Just wanted to make sure since I didn't number the pieces.

    Anyways, I did a somewhat massive organizational change, trying to focus everything to mostly project-based pages or category pages. Modified colors and Graphic Design as well. (All of the above implementing critiques I've gotten from other people)

    Any additional critiques from anyone?
  • JamieRIOT
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    JamieRIOT polycounter lvl 6
    I think you have made it much more focused since the first time I saw the site. The mercenary image is in dire need of attention; the image is sooo grainy on my screen. Go back and make a higher-res image to replace it.
  • pixelb
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    pixelb greentooth
    Ooh, you worked on Minus Lab?
    1) That's awesome, I loved the IGF build. Such a fun game.
    2) Can't say it makes a great portfolio piece, though. Much as it pains me to say it, the visual style didn't add anything to the game experience, and none of the assets are individually impressive. Such is the nature of school projects and deadlines, the art goes to serve the game and is seldom representative of the artist's best work. All things told, I think that should be the next thing to get replaced on your site.
  • rouncer
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    love the elf miniature, he looks real! :D
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    @JamieRIOT: Fixed the graininess on all the images. Tricked seemed to be with the GUI editor to make the images original size, and then in HTML, forcing the sizes down proportionally.
  • GOBEE
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    GOBEE polycounter lvl 10
    Hey Brian. Just some quick tips. I had my portfolio on blogger for years. You can get rid of the signature parts on the site that screams blogger. Like the search bar up top, subscribe to post atom and especially powered by blogger. Google things like 'how to get rid of powered by blogger' 'how to get rid of ____ in blogger' etc. It will have you go into the html of your template, hit ctrl F to find, and then find that portion of the html and just delete it. You don't need that crap. It will look cleaner and more professional without it. Also, you can buy your own domain name straight from blogger for $10. So you can easily forward your blogspot to brianchoi.com or whatever you want it to be.

    Also, double check your site from your phone or tablet. I first saw your site as the mobile version and it looks completely different. If you go to GDC or maybe a meet n greet somewhere there is a good chance you might be showing your work on an iPad of some sort. Maybe look into a different template that looks good in both the mobile and desktop versions. But keep it simple. Don't make hiring managers have to click more than once or twice to see your best work. Good luck!!
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    @GOBEE: I'll look into Atom removal, etc with the HTML hard coding. And the domain seisure is definitely in the plan, though low priority in light of some last minute portfolio crunching I'm doing. Probably going to do it during the first weekend of Spring break for all these logistical improvements.

    And definitely needed that reminder about mobile versions T_T, heh.
  • Tilly
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    just took a look at your art, and it's pretty good, though you could do with some courses in anatomy, and i reckon you should look up Scott Eaton he does anatomy courses online. Also widen your horizon with regard to your characters so you can do a lot more then just staying in the fantasy world. ;)
  • DWalker
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    Domain names really aren't as important as they once were - your primary concern should be finding a reliable hosting service with a generous bandwidth allowance. Potential employers are more impressed by the quality of your art than a clever URL.

    Unless you are trying for a web development job, they are willing to look beyond a simple web design as long as it presents you and your artwork well. Having said that, since you are an artist, they will expect the web pages to reflect that - banner art, color selections, proportions and placement all say something about your skills and talents.

    I'd also recommend testing from a variety of platforms and browsers. Explorer and Firefox/Chrome for the PC are still a given, but Safari on the Mac is also important, especially for artists. For mobile browsers, I'd try to use a tablet rather than a phone - phone displays are really too small to give an accurate appraisal of artwork. I'd also try to look at the site from a public browser - libraries are ideal; this not only lets you see it on a limited bandwidth system, it will also give you an early warning if something is blocked by common parental filters.

    I'd recommend a web-friendly version of your resume - not only does it load more quickly without any concerns about Acrobat deciding to crash, it allows you to match it to the rest of your site and to have imbedded links - mail addresses, companies, work. You can certainly keep the pdf, but I'd have it as a link from the resume page.

    You should have a mailto: link on most of the page. You could break your main banner image into multiple pieces - the top left section would be your name & icon, the right section would be text with a matching background color, and the bottom would be the green bar/bottom image. This would have two advantages - a clickable link, and the ability to change the contact information without having to create a new image each time.

    You might want to include an "About" section; I'm not a big fan of talking about myself, but employers seem to like them...
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    For GDC, should I print out all my work into a printed portfolio, or can an iPad Mini be enough to show the work?
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Made changes to the banner (made it smaller) and added an extra shot..
  • Baj Singh
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    Baj Singh polycounter lvl 9
    Hi Brian.

    Personally, I would remove the illustrations from the site as I don't think they have the same level of polish as your other work and may hinder you in the long term.

    Right now, you seem to have a limited number of characters in your folio so if possible I would continue to build upon those (unless you prefer to go down the prop route) in which case you may have an easier time building a prop library rather than a character one.

    Be careful when advertising yourself as a "Character/Prop" artist. This "may" be ok when you are advertising for a role in a smaller mobile/browser based company (where they might need somebody who can get his hands dirty with several disciplines) but if you are looking for higher end work then you will need to specialize yourself.

    Of course, if you enjoy doing both props and characters, I would consider creating two separate portfolios, one for props and one for characters. That way you can promote yourself as a specialist in one or the other.

    Good luck mate, enjoy GDC :) (I wish I was there).
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Bah, took out the Illustration tab. It hurt . . . but . . . I'll give it more time before I consider adding something like that I guess. Wanted to get back into concept work after my mushroom guy anyways.
  • Baj Singh
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    Baj Singh polycounter lvl 9
    Nothings stopping you from doing your illustration work, but for now keep it as a separate entity to your 3D work. I don't want to sound cruel, but as it stands now I don't think it will do much to propel your career.
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Thank God, though, Disney/Avalanche though I was decent enough for a phone interview regarding an internship this week. But that phone interview's happening during GDC, lol.
  • NickGW
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    NickGW polycounter lvl 7
    Hey Brian,

    I used an ipad last year (I'm doing the same this year) and it worked really well. The only people that I saw with printed folios were concept artists. I haven't used a mini, but as long as the images look good it should work just as well. I say just go with whatever you think makes your work look the best and is easy to flip through.

    hope this helps!
  • artquest
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    artquest polycounter lvl 13
    Thank God, though, Disney/Avalanche though I was decent enough for a phone interview regarding an internship this week. But that phone interview's happening during GDC, lol.

    Good luck! I'll be rooting for ya.
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Danke

    It's with a C.Wright, if that changes anything.
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