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Old 08-31-2006, 01:50 PM   4 links from elsewhere to this Post. Click to view. #1 (permalink)
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General: Your Portfolio Repels Jobs

Jon Jones currently works Art Production Manager at NCsoft Austin. His work also includes Artist, Marketing Manager and Account Manager at Liquid Development, Foreground Artist on Daxter (PSP) and I've personally worked with Jon on three titles, two of which he aided in acquiring additional talent. Over this time, he's had to review a lot of portfolios which lead him to write up the fantastic article, 'Your Portfolio Repels Jobs'. You can find his Blog here.

Your Portfolio Repels Jobs


I look at game artists’ portfolios on a regular basis. These websites are usually designed so poorly that I close my browser out of disgust. They’re even bad enough to turn away potential employers, regardless of the quality of the artwork. Tragic!

Most artists make mistakes like these, but fortunately, they’re very simple to understand and correct. I’ve come up with a quick and easy way to help artists think about how to improve their chances of employment by building a better website.

The core truth here is this:

Usability is just as important as content.

A portfolio website should be a simple, effective, uncluttered experience from start to finish that leaves a lasting impression on the visitor. An incredible number of websites fail to do this. And it’s always for silly, completely avoidable reasons.

Your website should be focused on one purpose, be easy to use, and offer a clear line of action. Here are three simple questions to ask yourself:


1) What’s my website’s focus?

Your website exists to get you a job. Its only purpose is to showcase your art and present your contact information for potential employers. You should make your art and contact information so fantastically easy to see that someone find it accidentally. If someone wants to talk to you about a job, don’t be hard to find.

Include your name and contact information at the top of every page of your site.

For example, any visitor should understand clearly that you are an environment artist and you intend to get a job as an environment artist. Anything else is confusing. Silly MS Paint drawings, photos from trips you’ve taken or a blog about your daily life have nothing to do with that, and should be removed. These things are not added value. A portfolio is not a personality test! That’s what an interview is for.

The second common mistake is making a website that’s difficult to navigate. So ask yourself this:


2) Is my website easy to use?

You might be thinking “but I’m an artist, not a web designer!” This is a poor but common excuse for making a bad website. On the other side of the coin, many artists that are web designers make their website so flamboyantly artsy that it’s practically impossible to use.

The first thing a visitor should see on your website is your art. First impressions are formed in an instant. Attention spans can be shut off in an instant. Your top priority should be to make that first instant be compelling enough to keep the viewer looking and to give them what they’re looking for. Don’t tease… satisfy.

After all, did I go to your website to look at a splash page, or art? The faster I can see your content, the better.

Forget splash pages and news pages or any other starting page that isn’t putting art directly in my face.

Your portfolio’s highest purpose is to show off your art quickly, easily, and with the minimum of hassle. A good portfolio should be so easy to navigate that someone could view your work accidentally.

Anything that doesn’t support that basic goal breaks your focus and should be removed or relocated. Make another website for your personal stuff if you have to, but keep your portfolio clean and relevant. More isn’t better.

If it doesn’t help show your art faster or sell you as an artist, it shouldn’t be there.

Here’s a quick list of aggravating features that are common in portfolio websites:
  • No image branding - Every image on the entire website should have your name, email address and website URL on it. People save images off of portfolios and forget where they got them. If one of your pieces of art finds its way to a studio, how will they find you? Make each image stand on its own, removed from context.
  • Vague thumbnails - A thumbnail exists to offer a relevant preview of a larger image. Yet I see thumbnails of random parts of a model that give me no indication of what I’m about to see. If I’m looking for medieval characters, how does a grainy thumbnail of the bottom of his foot help me find it?
  • Multiple layers - It’s as if bad portfolios follow a common navigation pattern:

    Splash page -> News page -> Portfolio page -> 3D Art -> Characters -> Man with Axe thumbnail -> Man with Axe enlarged.

    Do you expect me not to hate clicking through seven pages just to see your art? Flatten your site. Put the art in my face and show me the quickest, simplest possible way of navigating. One page full of art is better than any of the multiple layers shown above.
  • Multiple popups - A splash page shouldn’t even exist, much less stay open when you click on it to enter the website. Neither should a thumbnail opening an image in a new window that I have to manually close. I’ve been to websites that open as many as FIVE WINDOWS. That’s inconvenient, wasteful, and downright hostile toward the visitor. Be a courteous host.
  • Poor navigation - Every page should offer buttons to go to the next image, to the previous image, and to return to the main page. They don’t pop up new windows unless it’s for an enlarged image, which should be extremely easy to close to return to the thumbnails. It’s convenient, it’s considerate, and it’s easy to implement. It also encourages them to keep looking forward at more art instead of accidentally closing your site altogether. Keep guiding them along a path.
  • Small images - Small images convey nothing. Keep it large enough to be easily seen and understood. Also keep in mind that the average screen resolution is usually around 1024×768, so make it reasonable from that standpoint. Also, remove as much dead space as possible. Nothing irritates me more than loading an enormous image that you only used ten percent of.
  • Bad lighting - Why would I hire you if your work is so badly lit for me that I can’t even see it?
  • Obscure web plugins - Don’t make someone download a plugin to view your website. This will ruffle some feathers but I find Flash websites to be obnoxious and unnecessary, and most aren’t worth the time to navigate. There are a lot of people that don’t even have Flash. Do you want to risk losing a great job opportunity over that? Just keep it as simple as possible, but no simpler.

    Hiring managers look through dozens of portfolios every day. All the portfolios they see blend together. It’s just a job. You are either on the “Portfolios To Review” list, or you’re not. A poorly designed website makes this poor hiring manager’s job a little more annoying. Accordingly, he is less likely to invest the time into looking at your entire portfolio. And he certainly won’t read your blog. Is he hiring a Metallica fan or a level designer?

    Imagine that your target visitor is a tired, indifferent hiring manager whose only desire is to find the shortest path possible to looking at your art. Nothing else matters. So design your website for him. Give him what he wants. Remove what he doesn’t care about. The clearer your message, the better.

    For example: “I am Phineas Fogbottom, environment artist. This is my art. Email me at mastapimp420@yahoo.com

    That’s all he needs to know. Keep it simple.
3) Do I provide a clear line of action?

This is also important. Sadly, good art doesn’t sell itself. It’s one thing to present art, and it’s quite another to funnel them toward offering you a job. First you serve up the art, and then you show them that they should offer you a job, and here’s how to contact you. The easier this is, the better.

Here are two huge mistakes people often make along these lines:
  • No stated desired position - The desired position usually isn’t obvious. Most artists feel the need to put all their 2D art, 3D art, animation, illustration, paintings and even poetry on their website. That makes it impossible to divine what kind of position you’re looking for! Be specific. Companies do not set out to hire generalists, they hire specialists. (Whether or not they ultimately USE them as specialists is another matter entirely.)

    If they’re hiring a character artist, seeing you say “I do everything!” isn’t going to make them think of you for the job. It’s easy: Be the guy they’re looking for by being specific. If they’re looking for a character artist, the more ways you can match the pattern they’re looking for, the better. A good place to start is by saying “Hey, I’m a character artist.”
  • No contact information - If I like your work, how am I supposed to contact you? Keep it visible at all times and don’t make them hunt for it. If you’re concerned about spambots farming your favorite email address to add to spam lists, make a new email address solely for job solicitations and just deal with the spam.
That’s all there is to it, really. It’s simple enough if you think about it, but that’s the problem: Most people don’t. If you start thinking about it, you’re already ahead of the game!


Post Article Mini-Interview

Q: What is the #1 offender in game artist's portfolios? As in, you get applications emails, click link to portfolio, browser pops-up, and "BAM!" most common annoyance

Jon: Splash pages? I think the next most annoying would be a portfolio split into sections.
Example: 3d high res characters, 3d game res characters, 3d high res environments, 3d low res environments, 2d illustrations, 2d concept art, 2d sketches
That one drives me NUTS!

Q: Same question only the opposite, what's the best thing? As in, gives your relief to see in a sea of bad portfolios

Jon: Clicking the URL and being on his first page of art, with Next \ Previous buttons that don't move around from page to page, and don't open new windows. Put more simply, I like starting zoomed in and focused

Q: A portfolio that starts with the first piece, and has a next button to the next piece.
Not thumbnails, splash pages, etc. A web site laid out as a Demo Reel.

Jon: Right

Q: Pior Oberson has a portfolio like you describe, correct?

Jon: Yes, that kicks ass!

Jon recently did a Podcast about this article, click here to download


Additional Notes:
  • To drive home the point of keeping the site simple, while at an on-site interview, you will often have to go through you portfolio with leads, art directors and other artists. This can be embarrassing with a complicated layout.
  • Picking your pieces to represent yourself. Ask yourself "If I can only have one piece to represent me, is this it?" If you have to give excuses, don’t put it in!
  • Can't make a site? Photoshop has great automated image galleries.
    In Photoshop, File > Automate > Web Photo Gallery
    Simply put all the full sized images you want in a directory, and run this tool. It has many options, but remember to keep it simple. Once you're happy with the results, all you have to do is upload the site and you're done.
  • Many people stand by the phrase "Frames are evil!" That's why it's so easy to Google and search for information on why people believe this.
    http://www.html-faq.com/htmlframes/?framesareevil
  • Cascading Style Sheets (CSS) are taking over the HTML scene as the way to build sites, and is currently considered the cutting-edge of web design
    More information on CSS
    http://www.csszengarden.com/
    http://www.yourhtmlsource.com/stylesheets/
    http://www.westciv.com/style_master/...n_tutorial_sm/
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Old 08-31-2006, 05:33 PM   #2 (permalink)
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Nice post, well written

If I can just add something to your point about image size, you mentioned the average screen resolution however this does not translate accurately to browsable area. On average, toolbars both top and bottom take up ~160pixels. You can increase the effectiveness of your site and images by taking this into account by having the most important aspects of each page/image exist above 'the fold' or the point at which the user has to scroll down.
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Old 08-31-2006, 08:21 PM   #3 (permalink)
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thanks for the article.

but isnt it a splash page i see on pior oberson's site ?
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Old 08-31-2006, 09:26 PM   #4 (permalink)
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Quote:
Originally Posted by phrEEk
but isnt it a splash page i see on pior oberson's site ?
No, it's his feature work, which is the top piece he chose to represent himself.

It also includes options of gallery or tour as opposed to going to a default page as a splash would.
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Old 09-01-2006, 02:57 AM   #5 (permalink)
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Great article. That guys site is realy cool too, its so strange to hear such an optimistic, positive view of the industry in general.
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Old 09-01-2006, 05:56 AM   #6 (permalink)
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hm i wanna delete this message

Last edited by phrEEk; 09-01-2006 at 05:59 AM.
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Old 09-01-2006, 05:58 AM   #7 (permalink)
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Quote:
Originally Posted by chris holden
No, it's his feature work, which is the top piece he chose to represent himself.

It also includes options of gallery or tour as opposed to going to a default page as a splash would.
oh ok i see,
thank you very much !

Last edited by phrEEk; 09-01-2006 at 06:04 AM.
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Old 09-01-2006, 11:12 AM   #8 (permalink)
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Heh, i'll tell pior, he's sitting about 5 meters away from me :P
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Old 09-02-2006, 12:09 AM   #9 (permalink)
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thanks for posting this great article on game-artist. I used jon's article a few months ago to improve my website & portfolio.
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Old 09-02-2006, 12:25 AM   #10 (permalink)
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noz, awesome! I've always loved Pior's work and portfolio layout, regularly using it as an example.
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