Guest Posted March 25, 2017 Share Posted March 25, 2017 Hey there, what do you guys think of my poetfolio? What are you thoughts? I am currently studying game dev at my collage and i would like to follow this career path, how would i land a job after my studies?   http://www.aryafalakdin1.wixsite.com/arya-falakdin  Link to comment
Kaz Aanh Posted March 25, 2017 Share Posted March 25, 2017 Studying game dev  lol  Not sure what is this supposed to showcase, if its your 3D/2D skills then no one is going to hire you anytime soon.  But website layout is decent. Link to comment
Guest Posted March 26, 2017 Share Posted March 26, 2017 Studying game dev  lol  Not sure what is this supposed to showcase, if its your 3D/2D skills then no one is going to hire you anytime soon.  But website layout is decent. If you scroll abit down you can find a link to my Sketchfab profile where i store all of my work i think is worthy. The enviroment on the site was made in unity useing Gaia asset Link to comment
Guest Posted March 27, 2017 Share Posted March 27, 2017 Hey there, what do you guys think of my poetfolio? What are you thoughts? I am currently studying game dev at my collage and i would like to follow this career path, how would i land a job after my studies? Â Â http://www.aryafalakdin1.wixsite.com/arya-falakdin One tip from me, stop study, get a job and stop dreaming Link to comment
outlook29 Posted April 3, 2017 Share Posted April 3, 2017 Thought I'd provide you with some feedback, I'm a Environment Artist professionally and a game dev in my spare time. Don't take any of this personally, just giving you some constructive critique.  If you want to pursue a career in game development you really need to know the truth, not the dream. It's a highly technical field that requires a lot, I mean lot, of your time. Especially art. Not only do you need to know the tools, about UV's, normals, edge flow ect but you need to develop a strong core art background. For character artists, this means a lot of anatomy study. For environment artists, composition, light study, material study ect.  Depending on where you're applying, you'll either have split roles or specialist roles. Big studios usually have dedicated roles, where you're part of a team. You don't usually have much creative input, so don't expect to be making many decisions. Smaller studios are different. I was talking to the lead from Big Robot yesterday and their team is 5 people, however they're all generalists. They can do multiple things. This is HARD, you know the saying, jack of all trades master of none. My advice is, if you're starting out, don't try and be a generalist. Walk before you can run! Pick a field you like first and get good in it; characters, environments, hard-surface (weapons/vehicles) ect.    You should remove the first character from your portfollio. They want to see your work, not other people's work you've tweaked.  The rusted robot is a nice start, and it's good that you're using programs like Mudbox and Substance, the more experience you get with them the better. Take a screenshot, and paint over it. Experiment with designs, do plenty of thumbnail sketches, try and come up with an interesting silhouette. You want to break up that surface with details and changes in material. For a robot, you've got the potential for metal, paint, rubber, glass ect.  The sword has good topology, it's a strong base mesh. With the right materials it could really stand out. Paint in edge details like a slightly lighter cutting edge, leather straps on the handle ect ect. It's hard to give feedback on atm, essentially it just needs to be finished with a good material. Get on it!   I would highly recommend stripping the website back to basics, your work needs to be front and centre and as easy to view as possible. Don't make an employer jump through hoops to see your work, they are VERY strapped for time so you need to get straight to the point. Take some renders and have them alongside your Sketchfab links. Take a look at a website like, say, ArtStation and see how people's work is presented. Here's an example: https://www.artstation.com/artist/4theswarm.  Oh, and kill the music! They're probably going to be listening to their own jams while they flick through work, it'll just annoy them haha.   Brutal honesty; you're not there, YET. I cannot stress that part enough, YET. Everyone has to start somewhere, no-one is born with a Wacom in their hand just zBrushing sick characters. Practice makes perfect, keep refining your work. When you look at someone's work, you don't see the hundred failed attempts before they got it right. A friend of mine was struggling with his art during university, but he threw himself into it in the last year and got as much advice and feedback as he could. Ended up working on Forza Horizon.  Keep making stuff, keep improving. It's easy to get disheartened but if you want to do this, you need to commit and weather the initial storm Link to comment
The DarkSlayer Posted April 3, 2017 Share Posted April 3, 2017 Wow, an actual constructive criticism and helping out op rather than being a cynical asshole. +1 Link to comment
mersoniry Posted April 26, 2017 Share Posted April 26, 2017 Basically listen to outlook29. Also if you can find any kind of small project to volunteer as an artist for do it. All companies really like to see experience in the field. I don't know if they have undergraduate research at your collage.Thats what almost everyone does at mine for strong resume building and it works.Talk to professors and ask if they need help, or if they know anyone that does. Sometimes it is even paid! Link to comment
NotBaD2142 Posted April 29, 2017 Share Posted April 29, 2017 outlook29 is 100% right about everything he/she said Link to comment
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