I was hoping this was the coverage of the "Killer Portfolio or Portfolio Killer" talk on GDC. I really want to know what was said in that talk. If anyone who attended that talk has any notes, please share! edit: I found a link to the basic bullet points on that talk…
Agreed, was reading through it and really some points are not very agreeable, but as always and with everything in the internet, always take articles with a grain of salt. As for portfolios, I'd say it's pretty obvious that quality wins over quantity, and there's quite a few cheesy quotes that would also fit perfectly into…
Nice article that came up on gamasutra today, http://www.gamasutra.com/view/feature/165645/creating_a_winning_game_industry_.php covers a lot of basic stuff that people tend to miss/forget
He brings up a good point about usable art. I see quite a few portfolios just full of zbrush sculpts and maybe one game-rez character, its surprising actually
Its quite logical isn't it. I mean if your work is crappy, an art director doesn't think.. well at least he has a fancy degree, so it will work out! Talent means everything in a creative industry. If your portfolio is kick ass nobody cares if you don't have fancy art school degrees.
I think the point he was making since his topic is about effective portfolios is, if you're not good with one aspect of modelling don't risk rejection by mixing it with stuff you're not good at. You can see this from new grads of so-so "game design" schools, a lot of them jam their stuff without being aware of streamlining…
These kinds of guys are the reason we have characters worth 40k triangles and end up with only 40 triangles to model a building. =( Take a look at a screenshot. Roughly 20% is a FPS gun, 20% is characters, everything else is environment art. Also "If you are showing off your ability to create textures, be clear that that…