So, there's a lot in your portfolio. I actually really like your illustration, especially the Neuromancer arcade one, but it really has no place in an environment artist's main portfolio page. Your arch viz is really cool, but the weakest by far is the vertical farm. As for the environment art, my favourite environments…
1) You could try doing any of the Monthly Community Noob Challenge events. If you search for it on here you'll find a few dozen to choose from. You'd have to really knock it out of the park though. Frankly speaking, your environment work is not up to entry level environment artist standards yet. 2) If you wanted to focus…
I'm with @pior on this. All too often artists new to the 3D pipeline post things like: 'UV unwrapping is so boring, is there a button I can press that will do it for me?' or 'My sculpt look terrible, how can I make it look better?' or 'Why do the out-of-the-box Substances not make my asset look AAA' An understanding of the…
lol wat? Are you guys 12? More potential avenues for independent development and publishing is certainly a good thing, having a company with the resources to actually back it up, is also a good thing. I'm sure you guys would prefer Jerry the Hobo down the street publishes your game, for true indie cred, but its just not…
yeah I think the art looks cool...but when I see this..I dont see any sort of game play or game design or general idea of what the game will be other then "kill zombies as a child" I am all for independent games being made......if they are following a good design....or offering something fun....when you have a bunch of…
Well the thing is making portfolio art and being a game developer are different things, I didn't fully realize this until I started working on a full project outside of freelancing and basic "just art" stuff, even with a heavy modding background it was only then I truly grasped the difference. There's alot of things you…
I only mentioned graphics because that's what matters to the people here, but really I mean the entire presentation. I think you could scrutinize any department and probably cut out a lot of stuff, save lots of time and labor, and probably still deliver a viable product that will earn profit. I understand that there is…
40 hours not realistic? I just doubled the time it takes me to make an "average" character model. I am talking about total working time here, not like workday hours (i.e. you might spend half the day dinking around not really working in an 8 hour day). When you keep design the same but iterate on workflow and refine…
True that comment was a bit over the top I am sorry. But again from my experience outsourcing studios seem a few months or years behind some AAA companies when it comes to workflows. It is going to be a process, but I am sure that with time this will become second nature to anyone in the game industry. Working in a AAA…
EDIT: what country do you want to work in? Getting a Visa in the US to work at any AAA studio is going to be a bitch without a degree/publications or a highly proven track record (other shipped AAA games). No matter what you decide, here are some things to keep in mind: -Get lots of feedback from reputable sources who will…