I'm helping some students figure out what's missing from their portfolios, so they can focus on what to improve. I wrote down a list of stuff I look for when evaluating new hires. I'm sure I'm missing some things. What do you look for? Any help is appreciated. EDIT: latest version is on our wiki...…
Well tool programmers (to me atleast) would be programmers that handle access to your engine etc while a tech artist would be providing a pipeline for artists to make their lives easier importing to engine or doing x mundane task. Maybe even improving on a prototype that a tech artist wrote up. Script monkey was probably a…
Re: PBR, Substance ... IMHO these are pluses to have, but not core necessary skills. They're both still fairly new. PBR might get higher on the totem pole, as more studios adopt it. But for now, a good artistic eye and the ability to implement are still the two top skills, and everything else kind of comes behind those.…
Ah cool. At work the other tech artists and myself are trying to move away from single use stand-alone scripts into something that more re-usable and build up a libary of common methods. So its good to know that where on the right track. And I think script monkey is an acurate discription of how I was when I first started…
For UI Artist - traditional background at best / strong 2D art (graphic design) skills - very good at creating icons, the more vector knowledge the better (illustrator) - very proficient with colors, values, perspective, composition, & lighting and presentation in general - good knowledge about fonts and their usage -…
Thank you so much for doing this. I'm working through the first draft of my portfolio and I've been asking myself what it is specifically that people like to see. As far as texturing goes, how important is procedural texturing or PBR? Things like Substance. It will always come down to the specific company and I imagine a…
Suggestion for VFX artist porfolio: - Good eye for timing and color - Solid knowledge of at least one major particle editor(UDK, CryENGINE etc.) - Understanding of shaders and node-based shader creation skills - Several types of effects: explosions, spell effects, environment fx(water, fire etc.) - Fluid simulation samples…
I think it actually makes sense to tailor your work to a specific company... if you really want to work at that one place. It's generally not good to place all your bets on one horse, as it were. But if you really want to be there, go for it 110%. Art Directors tend to get tunnel vision when they're deep in their project's…