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View Full Version : Concept Artists: I've got awesome questions!


LRomel
July 10th, 2008, 12:36 PM
Hi,
I'm about to start my third year as an illustration major at Parsons school of Design, and I am aspiring to be a concept artist.
I've realized that being a concept artist is something that's near impossible to have as a full time job, so I was wondering how people get hired as concept artists.
I specificially wanted to work with character design on film, but what you work on seems to depend more on the assignment.
So my question is, what to include in a portfolio?
should I include environments,characters and full on illustrations all in one portfolio?


Another thing is I've always worked with traditional mediums and I notice most of the concept art I see is digital (photoshop,painter,etc).
Is it expected that most of my work is done digital?


and last, my questions for you all who were or are concept artists,
how were you hired as one?
Can you get turned down because you lack experience in the industry despite having a better porfolio than someone who has more experience?

I've posted some of my work in the work in progress section
More of my illustrations are here: http://penetraliia.deviantart.com/
(http://penetraliia.deviantart.com/)

ps. I've already read the posts on here about job advice

LRomel
July 11th, 2008, 04:31 PM
If I'm asking dumb questions, sorry
I just need to be pointed in the right direction.

If I'm not asking dumb questions, then what the hell man?!

Musselfarmstudios
July 11th, 2008, 06:38 PM
I would have answered sooner but I thought people with more experiance would have jumped at this question . . . sorry about the wait, dude.

Here check this website out, it's talking about some disney oriented portfolio stuff but it should give a nice general generic portfolio to go by. If anything they set a standard worth following

It has a bit about the Disney Training Program but I'm not sure how valid that info is, but again the portfolio stuff should help

http://wdfanimation.tripod.com/Training/training.html

Hope this helps!

In regards to digital work you don't really need to know how but it's a big help if you do.

And it's not about experiance, as in most things in life its about showing up but your portfolio and who you know make the most difference . . . and make industry contacts!

Elwell
July 11th, 2008, 07:59 PM
You weren't getting responses because of where you've posted. I've moved the thread, but be warned, you're going to get a lot of people telling you use the search function.

LRomel
July 12th, 2008, 02:00 PM
well thanks for replying you all, I guess since its not directly related to job specifics its makes more sense for my post to go here.

J Wilson
July 12th, 2008, 07:48 PM
The ugly truth (I expect): Having a contact or "in" helps a TON. An absolutely mind blowing portfolio might get you noticed with no experience or contacts, but otherwise one of those helps. Merely great portfolios are probably pretty common in any decent sized studio and need something to set them apart (such as having JUST the right look they are going for, or a specialty that meets their needs).

As for the medium, digital is a good idea. Faster, not messy or smelly in a studio, no need to scan it, easy to make corrections and manipulate, etc. The list of advantages for concept art goes on. If you are really good, I'm sure it matters a little less, as in the end a good result is all they want, but if you work traditionally be prepared to keep up with the digital guys :P