Video Game’s Forefront : Proffesional Portfolio

I have been researching about what industry expect artists have in their portfolio in order to hire them. Obviously project will be in my portfolio but which is the best way to show it?
Obviously I don’t have enough 3D material in my portfolio yet so I have to think and plan very thoroughly the next models I will do in order to improve my portfolio. By the moment in this course I have two aliens or creatures from my final project that are more or less realistic. I did a cartoonish character for Media Project 2’s live professional brief so I have realistic and cartoonish characters covered. Talking with Neil, he told me I should do a realistic human character, preferably with a contemporary outfit and aesthetic. So that probably will be my next project.

But how should I put everything together?, what more should I do for having a successful portfolio? I have been researching in different websites like ArtStation, which is one of the most famous artist’s communities that also give advices and put companies in contact with the artist community by offering jobs, courses or competitions.

In one of these articles, Art station’s magazine interviews Baj Singh, Lead Character Artist at Creative Assembly. He worked in the last project of the company, Total War Warhammer.

He Highlight the importance of showing a good understanding of the workflow process showing a good level in organic and hard surface modeling and working from high poly to low poly emphasizing the importance of doing a good topology, doing a good unwraping of the UVs and texturing with a high quality finish. He also recommends diversifying the type of models and texturing will show the artist’s flexibility will make it more appealing to employers. He highlight that the key to stand out is doing things different, be original and diversify your work.

Cube brush is a tutorial website that creates quality tutorials; they also make articles to help artists to know about the gaming world. They interviewed Alejandro Rodrigez and Horia Dociu (ArenaNet) both of them have worked in important projects like Microsoft game, Half Life 2 or Guild wars.  In their opinion big companies are looking for people that are always learning the new programs features, growing and improving their skills being competitive but also professional and respectful with others.

Knowing how professional portfolio look like can help artist to create its own and have ideas for new projects to complete their portfolio. I found this interesting website related to polycount website that I will use as a reference in order to create mine. I think will be very helpful and will allow me to have a professional approach to this important presentation asset.

http://gameartportfoliowall.com/

In the How to not suck at Game Design website recommends to understand what the client is looking for and present yourself accordingly. Also, they recommend to do several portfolios that properly fit different aesthetics and companies tastes. It’s a good idea to only put five to seven of your best works pieces showing works that you have done with other people. As format, each image should have the contact information on it and a line of text near it and use PDFs to apply for a job apart from a link to your website. Is a good Idea to keep the file light, around 2 to 4 mb not using covers and starting with your resume. Finally, they recommend going to recruitment conventions and being visible. I am bit confused whit this last recommendation as I don’t know how or where to find this events.

In their blog, James Taylor, art director at Phosphor Games, recommends for character artist putting a basic anatomy study showing you understand it, a soldier, a character in street clothes and finally something creative like a fantasy or robot character. The type of thing that you would like to be doing. He also recommends not doing boring turnarounds and only show video to show animations. Be careful with lighting and choose properly the poses of your models.

At Gamasutra, Brent Fox, who has been working for game industry since 1996 and is art director at Wahoo Studios/NinjaBee, write a very extensive article talking also about portfolios, he recommends to have only top artist as a reference and quality aim. Make the portfolio memorable being unique. He assures that companies look for good art not experience, which can come later. Use each piece in the portfolio to show a different skill but with the aim of highlighting a specific skill. Things like anatomy, colour and lighting and creativity are very important skills that have to be shown.

Taking all this ideas and reference I feel that I can plan which project do in the future in order to improve my portfolio but also how to present it, what to include and the better way to do it.
Having done this research now I feel more confident to do a proper portfolio that will allow me to be hired in a game company. I also will try to create a website that show my works and start being more active in the game artist community writing on forums like polycount, posting my work in art station and be aware of events and competition this sites may have.

 

Bibliography:

August 17 & 2017 (2017) Featured Pro Portfolio: Baj Singh. ArtStation Magazine, 17 August [Online blog]. Available from: <https://magazine.artstation.com/2017/08/baj-singh/&gt; [Accessed 21 June 2017].

Cubebrush (n.d.) [Online]. Available from: <https://cubebrush.co/blog/How-To-Get-Hired-At-a-AAA-Studio > [Accessed 21 June 2017].

Game Art Portfolio Wall (n.d.) Game Art Portfolio Wall [Online]. Game Art Portfolio Wall. Available from: <http://gameartportfoliowall.com > [Accessed 21 June 2017].

Creating a Game Art Portfolio That Will Get You Hired (2014) METHOD: J, 2 September [Online blog]. Available from: <https://www.methodj.com/game-art-portfolio/ > [Accessed 21 June 2017].

Gamasutra – Creating a Winning Game Industry Art Portfolio (n.d.) [Online]. Available from: <http://www.gamasutra.com/view/feature/165645/creating_a_winning_game_industry_.php > [Accessed 21 June 2017].

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