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#1 (permalink)
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Senior Artist
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"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:
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:
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:
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#2 (permalink) |
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New Artist
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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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| The Following User Says Thank You to drygorrrrn For This Useful Post: |
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#4 (permalink) | |
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Senior Artist
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Quote:
It also includes options of gallery or tour as opposed to going to a default page as a splash would. |
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| The Following User Says Thank You to chris holden For This Useful Post: |
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#7 (permalink) | |
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University Student
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Quote:
thank you very much ! Last edited by phrEEk; 09-01-2006 at 06:04 AM. |
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LinkBack to this Thread: http://www.game-artist.net/forums/spotlight-articles/415-your-portfolio-repels-jobs.html
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