Well its a little hard to go by what you see online. Kind of like some people are saying in the LinkedIn thread you posted, these positions that are listed externally sometimes get filled internally and you the job seeker essentially wasted your time applying. The ATS system in place also hurts since it'll screen you out…
Hi! If characters are your driving motivation, I would keep going. I think for real-time rendering many of the techniques applied are the same regardless of subject, a main difference being that characters deform. Considering that a character design often includes props too (costume, bags/backpack, cover/helmet,…
I think at minimum, having a Linkedin and keeping it updated is a good thing to do. It's pretty much a database of searchable resumes where recruiters like to hang out, so it is helpful in that regard. You don't have to post a lot or try to "network" by commenting on things. Just have it, keep it updated, maybe post stuff…
Challenges are also a good way to network and learn about workflows from other participating artists. Outside of current market realities the main barrier to character art positions on the employer side is that they don't have a need for as many character artists as they do for other departments, but it really comes down…
Well generally speaking no, just being good enough isn't enough. You have to go beyond just being good which means self-promotion or rather being proactive in trying to get hired. For me I tend to go to Comic Con as they have portfolio reviews. Its mostly for 2D, but sometimes people will show up who want 3D artists. This…
You could also use a base mesh and focus on detailing, from my consultation with senior artists they are okay with using base meshes for portfolios. There's also more emphasis on the high poly since automation takes care of a lot of the process to make models game ready. And a greater focus on hair which is challenging to…
Yes, partly due to lack of interest. But a challenge from the past could be done today too :-B Maybe you just need to do a character that looks really hideous, because then it can only go better :relieved: But seriously, the most I learned from doing those challenges is too not care/obsess as much and just getting it done…
I was hired in my first AAA job as a character artist and my task was working on player heads for FIFA 23/FC 24 My coworkers came from a variety of backgrounds and all of them had different hiring experiences, from my lead who works on marvel/dc statues and came from a background in construction, to coworkers with…
I'd definitely look into creating some work samples to the best of your ability with whatever approach you feel most comfortable with and then seek out critique and mentorship from a senior artist (preferably in the studio you want to join) The resources from Amir Satvat in this topic,…
Hm, I think "poor work" is a bit relative, as there's always the circumstances of its creation, like the intend/brief and how much resources/time was had. Of course there are a certain expectations for high budget games characters, and if expressed goal is to hit that bar, that's the measure tape then. Heck, could start by…