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Old 22-05-2007, 03:56 PM   #41 (permalink)
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Smile

well i got a freelance 1 yr contract today,
i guess my site isnt that bad really,
the contract may be extended,
varies how long the game will take,Chris
here is my site, http://www.cryingdiaper.com/
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Old 22-05-2007, 03:56 PM   #42 (permalink)
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lol .shadow, point made with unwavering brutality i shall crawl back beneath my humble rock with the added torment of sorting a decent demoreel too
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Old 30-09-2007, 06:07 AM   #43 (permalink)
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Well, I can't say I followed every scrap of advice, but I have just completed re-building my web-portfolio for my final project in school. It's almost a moot point now that I've actually been hired on as a full time artist at 7 Studios, but here it is. Feedback appreciated.

jasonseabaugh.com
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Old 01-12-2007, 08:19 PM   #44 (permalink)
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Hello everyone.

I've just finished my portfolio and used a lot of Chris Holden's advice how to
structure a simple yet compelling portfolio. I think I got it right.

I'll soon start to seek jobs, but also thesis work here in Sweden.

Wish me luck!

-Pontus

Pontus Portfolio

Last edited by Pontan; 01-12-2007 at 08:20 PM. Reason: forgot to link my portfolio
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Old 02-12-2007, 03:08 AM   #45 (permalink)
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Good luck! Nice portfolio btw, you should post it on the portfolios section of the forum if you want to get more feedback on it. (here: Portfolios - Game Artist Forums)
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Old 17-12-2007, 08:26 AM   #46 (permalink)
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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)
Hit the link to read what all of them have to say.
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Old 17-12-2007, 09:02 AM   #47 (permalink)
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nice find Masakari, thanks
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Old 17-12-2007, 10:19 AM   #48 (permalink)
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Quote:
Originally Posted by Masakari View Post
Related to this subject, here's a great article i found on Sumea: Industry Portfolio Answers for Aspiring 3D Game Artists - Sumea Launchpad


Hit the link to read what all of them have to say.
Very interesting read...a lot of repeated points...but its probably needed in many cases. I find it interesting that so many people make so many of the same mistakes.
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Old 17-12-2007, 11:02 AM   #49 (permalink)
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Yeah, nice one Masakari
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Old 13-08-2008, 06:27 AM   #50 (permalink)
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your article told everything i needed to know so i could do a kick ass portfolio,

tanks
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