Glad I found this discussion! I've been on the character modeling beat a few years now, but even a few projects later, jobs are pretty hard to come by (of course the competition in character art jobs always seems to be pretty stiff.) In a recent interview, the interviewer asked me if I had a site for personal work - is…
Good to see a little discussion happening around this. I’d like to add some of my opinions to a couple of these. Jakub I can’t speak for all studios but I would really caution against this approach. Of course studios can teach you new skills. It can be common for artists to be hired and have to switch game engine or jump…
Instead of a demo reel, make assets and sell them. Instantly, you will: - have a source of income and be a part of the games industry - prove your work has real value to a potential employer - get critique and feedback from actual paying customers - learn what sells and what doesn't sell in the games industry - get PAID to…
Great tips. I'll add my two pence as we were talking about this in the Greentooth Slack the other night. Here's some traps I see newbies fall into often: 0. This particular point may make some people rage, but are you ready to make a porfolio, and is your work worthy of being in your portfolio? If your work isn't industry…
@Michael_Ingrassia thanks for joining the thread, some really goods point there, especially those on portfolio submission and the 'reality check' on timescales. Obviously not all projects have the same requirements, but yes as a rule, you get less time than you'd ideally like, and the timescales you mention are definitely…
So following on from my AMA post a while back a lot of Polycounters have contacted me and asked for folio critiques. Most of those asking for help were students or graduates and there were a lot of similar problems with their current folio. So, I thought I’d take some time to share some insights here. The purpose of a…