17-12-2007, 08:26 AM
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#46 (permalink)
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Freelancer
222
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Related to this subject, here's a great article i found on Sumea: Industry Portfolio Answers for Aspiring 3D Game Artists - Sumea Launchpad
Quote:
As a game artist, your portfolio is the key to getting a job in the game industry. Preparing your work for a potential employer is an extremely important task, and you have just a few minutes of their time to show what you're capable of. However, with no real local source of information on the common pitfalls in portfolio presentation, you could easily miss out on making that all important first impression.
In attempt to better your chances from the 'discarded heap', I thought it was time Sumea found out what the common mistakes past applicants have made from the people that matter. Here are answers received from the art/creative directors and lead artists of the local game development industry - the very people that will be interviewing you, looking over your portfolio submission, and if you're good enough, working alongside of. Read their comments carefully, save yourselves from making the same mistakes, and most of all, good luck!
Steve Stamatiadis - Creative Director, Krome Studios
Ben Lee- Art Director, Irrational Games Canberra
Ty Carey - Art Director, Torus Games
John Sheils - Creative Director, Sidhe Interactive
Daniel Vogt - Lead Artist, Halfbrick Studios
David King - Games Development Consultant, Discreet
Roy Tessler - Studio Manager and Steve Middleton, Lead Artist - THQ Studio Australia
Alister Lockhart - Art Director, Micro Forté
Atari Melbourne House
As an added bonus, I've also included these related insights that were posted in the forum by
Brad Wlech - Previous Creative Director, Pandemic Studios
Steve Wang - Producer, Micro Forté (on game design)
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Hit the link to read what all of them have to say.
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