I agree with everything you say, though i believe that in order to reach the point of having hundreds of likes at your post, it probably means that your work can already get you hired in quite a few studios, if not hired already. I guess those "likes" can be utilized to achieve a better job or salary, and that's about it.…
My experience small but it seems to me 10% is kind of like a magic number. 10% of people who purchase a game will leave a review. 10% of total impressions will buy the game. 10% will donate money on patreon. It just seems to be like that in many places. So for somebody with seven artstation followers seeing an artist with…
it's just attention arbitrage. if you rely on likes to feel good about yourself/work then I think that's pretty fucked up and a byproduct of todays social media. However, if you have enough self awareness to realize attention on your work more = opportunity, then you can utilize the system to get jobs, get freelance work,…
I think prior work experience matters a lot lot more, especially if you'd made connections during your career and if you started very early in the industry when competition was a lot less than what it is now + margins of profit for videogames/approach to development + outsourcing being critical factors in deciding who…
Just this. Likes are a good way IMO to give some positive reinforcement to newer artists. They mean nothing once you have a following on whatever platform. Likewise connections, if you do have them, are not going to stick their neck out for you. Or even recommend you for a job if your art is shit. Because at the end of…
And how would that alternative site work in your opinion? Getting swept by the flood is nothing new, nor specific to art. If you have a solid solution, this would benefit the entire capitalist system. All individuals are too insignificant and get lost in the masses of other people that have the same goal. All people who…
There's one fact i dislike a lot of Artstation, and it's that too many great artists pass unnoticeable due to the huge amount of posts. Of course, you can build up your portfolio and all that, but it's pretty hard to find new talent there. I think you all understand that point. In Cghub there was exposure for great works,…
I don't think that great work gets lost, at least not for long? Even a good singer or a good painter has to start from his hometown's square and get the locals to appreciate him, before jumping to the next towns / countries / regions. Why would 3d be any different? My biggest frustration was not having any connections in…
tl:dr - most people are trying to use social media to get something, rather than to give value. it's the quickest way to lose. vice versa, providing value, the 3 E's (entertainment, education, emotional impact) with zero expectation of anything in return is the quickest way to win. when I am looking to follow an artist…
As a best practice better to have good optimisation, though I can't say for certain that all studios use it the same way a portfolio is expected to show it. Like with games that are multiplatform, optimisation is automated, they use a program to scale models down so its unlikely you'd be doing any real optimisation to…