Thanks for the links! Did he get hired as a senior right out of school since the quality of his work is comparable to a senior? And does this bar apply to every AAA company as a game industry standard? Because when you say that this is the bar to get hired, atleast from my experience I'm finding it to not be the case. My…
is this the model you're looking for input on? <font class="small">Code:</font><hr /><pre>[image]http://www.rockdavis.com/images/3d4.gif[/image]</pre><hr />
im not the best with time but a dumpster like that with out doing normals AO and high poly maybe 1 to 3 hrs but if to do what you did i'll say 3 to 5 hrs
[ QUOTE ] The HR people don't usually decide on the quality of the artists they're looking to hire - the art team does. [/ QUOTE ] My understanding is you have to go thru HR 1st though.
Its a very broad spread and I would remove the Sherman tank and forklift - they bring down the overall quality of your portfolio. The value of specializing is directly proportional to the number of people you work with, but your kind of generalist is totally viable in a small ads studio (assuming such places still exist).…
Strange to think Valve is one of the few studios to realise HR is the most important part of the company. HR is what creates policy and culture (theoretically) long after everyone is no longer AT that studio.
well the email said that the job required speed so I interpreted it that 4 hrs meant only 4 hrs...oh well if this doesnt work out Im sure something else will.
Interesting. Any elaboration on WHY your HR people feel there are legal ramifications for providing feedback? I was *specifically* asked by our HR dept TO actually provide a detailed breakdown on why a candidate failed a test, weird.