Transition and industry questions...
Hello to all, This is my first post here at polycount, and a long one (sorry). I appreciate how close of a community you are, and the level of professionalism in regards to the posts. I no longer post on many other forums due to the lack of a true critique. After reading a boast...I mean...a post of an artist self-stating he "had the chops" to be in the industry, then only to be deservedly cut down to size by an obvious professional; I realized polycount would be a great community to join. That said...I'll get to the points at hand. Here is just a little background for qualification purposes. I am currently a project manager at a well-known Arch Viz company in the Southeast United States, and have been for 4 years. My contract is fulfilled in April of '09, and I now tire of the "clean, straight, and over-revised" world of Arch Viz. I feel my website proves that I have talent to work in the 3D community. (www.joshuaratliff.com - 90% time sensitive/contracted work) These questions are not to boost an unfounded ego. I merely would like to get your points of view for a person that IS moving to the Northwest U.S. in April '09, and IS going to strive for employment in the gamming industry. I have only begun to learn the communitys vocation, and I would never be so rude to imply I'm ready to get a job. I will be searching for employment in cinematics, or environment creation. I have recently finished the eat 3d old pillar DVD. Today I'm starting on the Next Gen Texturing DVD. I realize I LOVE the gamming world so far, and I find it extremely rewarding. I'm going to continue for the next 9 months to hone my skills, and push the envelope in regards to my digital talents for gamming. Your input will help me grow in the right directions, and will be greatly appreciated. 1. I really love game cinematics, as I'm sure everyone does. Is this area of the industry for seasoned vets, coveted by everyone, and/or outsourced to the point that an American has no hope of working on one? 2. Any suggestions for someone that "knows" the 3d world in one facet (Arch-Viz), but not gamming? Anyone made a similar transition? 3. How important is a shipped game title? If I can manage employees and over 100 projects in 4 years right out of school, then am I employable without the title? Seems to be all a company cares about in this industry. It's very different in the Arch Viz world where you are judged on your artwork, skills, AND experience. 4. Finally, If anyone would like to tell me anything they feel is important, or just tell a story of how your broke into your first "real job" in the industry. (Not helped with the game that is going to make your friend millions...someday) I'm all ears. Sorry for the hella-long-email...first one and all. The rest will be shorter. Promise. Joshua
Replies
Most of all just have fun, and good luck. I'm sure you will receive plenty more advice others here at polycount.
Also what you currently have is great in its own right but learning other ways to light environments and more diverse subject matter would definitely help in the long run....a coworker of mine had previously been in Arch-Viz as well and managed to make the transition to games when she picked up doing specifically game art...
The reason why experience shipping games are important is because it implies whether you've been involved in working with a team in a game development cycle or not. In your case i think you just need to highlight what you specifically did as a project manager and apply the transferable skills in an interview...
Just an input...
I'll try to apply the techniques I've learned in my traditional art training to my 3d art. My site exists more for picking-up contract work, than employers right now. That will change as I learn more, and post my works. Thank you.
3. Honestly I think a lot of the "must have atleast one shipped title" is based around keeping the riff raff out. In my experience it is based FAR more on portfolio and qualifications than on titles shipped. Build a good portolio and you'll be fine. And with that in mind you've already got some great looking traditional art on your site, that will go a long ways in helping you get a job.
4. I think you've already got your shit straight and are looking good. The important stuff in my mind is that you are passionate about it and are willing to work hard to build a portfolio. You seem to be digging right in to tutorials and doing your best to learn all the right stuff, so just keep at it, work hard to build up a good portfolio, and you'll be fine. Also, good networking works wonders.
For someone who loves cinematics, you seem to have very little to show for 4 years work
more work less talk.sorry to be harsh:)
GO BLOW!
GO FISH!
GO BLOWFISH!
what you want in your folio is stuff that reflects the reality of modern games.
perhaps its just a question repackaging some of the stuff you have already done ie just presenting it in a really dynamic way.
you must have a shed load of work from the last 4 years and it would n't take much to change the focus of it
I don't think the traditional drawing stuff really helps sell you as well TBH.
A company had I used to work at had a really good cinematic artist and looking at his stuff, his sense of composition timing etc was spot on.
I think if you do some more research and find out exactly what is required, then 'find' the time to make something of a similar quailty, then you will be well on the way.
I am just calling it as I see it, I looked through a lot of folios in my last job and you will find that stuff is discarded so quickly unless its not exactly what the lead is looking for.
They really won't care about your current circumstances etc.
Your architectural work looks fairly nice, but I found the site a bit confusing. the main menu was in my peripheral vision and I missed it fist time around.
So you would n't fancy just being an environmental artist then?. At the moment that seems what you are most geared towards and there is a lot of demand for that kind of work right now.
No wireframes - didn't see any. did you do all the work ie modelling the main buildings/texturing making the the props etc . might be wise to mention that
might be also wise to lose the 'thank you' and inspiration' menus unless there is actually something to show.
best of luck anyway
I know it's going over the same old ground, but I'd create a different, more user friendly portfolio for your game-art.
Oh, and don't get too defensive in your posts - polycounters can smell fear
Thanks for the insight monkeyboy. I agree with all you said. Especially revising my site. As you may notice, I took down the pissy and overcompensating posts I put up earlier. Lack of sleep is my excuse. ;-) Let the comments fly...I asked for it. Thanks again for the points of view
Have a great week to all. See ya next weekend.