View Full Version : give me a job!
foofoo
March 12th, 2004, 09:38 AM
just finished this piece. kinda inspired by the movie the last samurai..... pls give me your honest opinion and crits on this piece.
anyway, i really want a job in the game industries. but i'm wonderin if i'm able to make it wif this kind of standard......
http://www.angelfire.com/alt/foofoo/images/samurai.jpg
wraithdt
March 12th, 2004, 10:05 AM
Wow, thats really cool! And so is the movie. I especially love the patterns on the leg pads. Keep up the good work.
Sorry, I can't help you out about getting a job in game industries. All I know is you need to drawing plenty and refine your style. Whatever it is, don't give up!:chug:
ChadTHX1138
March 12th, 2004, 11:06 AM
I've seen plenty of guys get in with that standard...
DanSTC
March 12th, 2004, 11:15 AM
My honest opinion is that you've got an awful lot to learn before you should even consider getting a job. Not simply because this image shows you still have gaps in anatomy and other areas that you may not be seeing, but also because of the naivete in your eagerness to get work. In art jobs, almost all employers have two things in common: They want your work to be FAST, and they want it to be as accurate to their specifications as possible. Rarely, if ever, do you get a job where the employer lets you do whatever you see fit....and you only really get access to those if you've distinguished yourself as an especially good artist.
As a result, you will not be able to handle the workload unless you have had sufficient preparation (read: countless hours of daily training) as you will NOT have the time to learn how to improve or to refine the art you make. While your hand might get a little better, your work quality will detereorate because you'll find yourself so rushed, and you will default to whatever training you had, and any major gaps you have in your training will be magnified.
If you are really keen on getting a taste of work, get something small like a fairground charicature job over the summer (or fliers for local bands, or selling tattoo designs to tattoo parlors, etc. etc. etc.) but by all means, continue your training. Practice until you can consistantly churn out good work. (which may take months or years depending on how you progress) After that, then you're ready to hold your breath and dive into the industry.
corky13
March 12th, 2004, 11:21 AM
I just can agree with Dan.....everyday training is the least what you should do to improve your work...every hour training is better...I also want to dive into the industry but as a freelance Artist...i know the job opportunities arent so well but im 17 Years right now and i think if i learn hard i can finally get to something ^^........i often make Flyers etc. thats a very good start......
DanSTC
March 12th, 2004, 11:35 AM
Originally posted by corky13
(i make some Flyers and other very small things before...imnportant step for me...i have to be cautious so i dont make soemthing wrong -_-)
Yes, starting small is always a good idea, because you have more room to screw up and make mistakes. If you mess up a small job, oh well...so what? Only about a few people saw the horrible flyer/tattoo/charicature/etc. that you made, and probably don't even know who the artist is.
For the big-time jobs, what you need is not just skill, but stamina...and stamina comes from regular training. You need to be able to do crazy stuff like pulling out a buttload of storyboards in a single night, or dozens of character designs by noon. It's extremely high-pressure stuff. It's no wonder why so many people crack.
Also, there's a tendency for a lot of naive artists-in-training out there to go "GIVE ME A JOB" and flash their flimsy work around the place in the hopes that some magical job-fairy will grant them employment. Trouble is, they don't realize that unless they happen to be a talented savant of some sort, it just isn't that easy to find work. What's more, part of professionalism involves knowing how to sell yourself, and running around with a few floppy sketches saying "PLZ GIV ME WORK" is employer-repellent more often than not.
Foofoo: If you want work, YOU have got to look for it yourself, and you've got to find work that's appropriate to your current level of ability that won't completely overwork you. The people around here can give you advice in looking for work, and if you're very lucky, they might be able to point you towards something suited to you. Ultimately, it's YOU who has to put the work in if you really do want to make a career out of art.
Jason Manley
March 12th, 2004, 12:14 PM
Originally posted by ChadTHX1138
I've seen plenty of guys get in with that standard...
a few years ago perhaps.
you still have proportional and structural distortion that is happening without purpose or even on purpose.
you are on your way...keep going. you will need more than that to break in nowadays. there are a lot of people working very hard on this site who are a couple steps ahead of you. time to step up to the next level.
j
corky13
March 12th, 2004, 12:41 PM
Oh and its also important that your drawings look "atmospherical" or "stylish".....i think your shading skills are very good and also your ideas are well but i dont think this figure can "represent" something...he look too much like a scared Rumpelstilzkin than a angry asiatic Warrior ready to fight for his Homeland ;) ...try to avoid some mistakes like the space between his legs...it looks funny but it dont look cool and i think you want to make it look cool....
Anyways the face of the guy is very nice but the eyes have different heighs....
As Jason say...train hard and get the next step.....
ChadTHX1138
March 12th, 2004, 12:52 PM
Originally posted by Jason Manley
a few years ago perhaps.
probably so...But i'm still shaking my head, No offense Foo Foo... I could say more but I would come off in a bad light.
corky13
March 12th, 2004, 01:03 PM
So now some worts that i think that should be shared ^^
Everabody who isnt already in the big art business but want to go there ahould now that he/she can also end up drawing cheap portraits of strangers for a minimal amount of money in places like DisneyWorld.......drawing is a hard job and everybody should know that it also can go bad with the carriere.....
I thought it should be written ^^
Sorry again for my bad english knowledge :(
Bboy Waldo
March 12th, 2004, 07:07 PM
Being a game industry newbie, I guess ill through in my insight. Most game art jobs are 3D computer art jobs. Modeler, texture artist, animator, so forth and so on. I dont have the skill to be a concept artist as of yet, I still have a good few years before im their. But i work as a modeler/texture artist so I think for you to really get into the game industry you need to have marketable 3D skillz. Learn how to model, texture, rig, animate. Get a good 3D portfolio as well as a good 2D portfolio. If you just wanna work as a 2D artist, then you REALLY need to be amazing at 2D cause the competition is fierce and the amount of work availible isnt very sufficient.
Tyler
unit
March 12th, 2004, 09:36 PM
Agreed. I've worked in the games industry fro almost two years, at until recently when the project I was working on was cancelled. I was exclusively a concept artist which is rare, and while I can model I don't have sufficient experience in that field to rely on it. Now i'm finding that it's extremely difficult to find work, although there are a few possibilities in the pipeline, generally the studios I've applied for have said that they've been impressed overall with my concepts but require modelling as well.
Pays to be an all-rounder even though the best concept artists are those that focus exclusively on that...
Nucleardan
March 12th, 2004, 09:38 PM
Jeez Chad, i think pouring salt directly into his eyes would've been more kind. ;)
Dan
Main Loop
March 12th, 2004, 11:28 PM
Originally posted by Nucleardan
Jeez Chad, i think pouring salt directly into his eyes would've been more kind. ;)
Dan
we coulda been a lot tougher... or worst of all, just ignored his post altogether
foofoo
March 13th, 2004, 11:54 PM
geez...........i'm astounded. didn know tat this comment of wanting a job in the game industries can make me see the truth... I was actually hoping tat somebody experienced can tell me where i stand, n there i have it.... Now i really know the standard of my work, which is really not tat good, which i think is wat chad is trying to tell me, and which i agree.
Thanks alot DanSTC. i understand wat you r trying to tell me and i accept the fact tat wif my standard i won be able to make it in the game industries. believe me when i say tat i'm not tryin to get a job by coming here and saying GIVE ME A JOB and flashing my flimsy work around. Thanks for your advice, i will work and train hard.
Thanks Jason, corky and wraithdt. U guys encouraged me alot.
(Fancy having the legend Jason Manley come and take a look at my work and giving crits.....wooo...i'm shivering right now.):o
pogonip
March 14th, 2004, 01:09 AM
I have to agree with Jason on this . You have to consider that now a days most of the Art Directors in the industry have not only an extensive 3d background but they usually come from the 2D field such as pro Fantasy artists or have worked for Disney or something like that . You not only have to impress with good 3D but also good 2d . With so many schools specializing in game art there are tons of people being trained in the specific field all the time . Though to your advantage no amount of schooling can make you a good artist it's something that comes with hard work and practice :chug: ... good luck
griff
March 14th, 2004, 02:21 AM
I just got a job at Monolith about 5 months ago. It's my first job in the game industry and I'm a 2d/3d world artist. Anyway, it took me about 4-5 months of solid work on my portfolio, searching for jobs, and sending out resumes. I also went to school at the Art Institute of Phoenix and got a bachelors degree in Game Art and Design. The main thing is, you gotta want it, BAD! Monolith said they hired me, not because I had the best art skill ever, but because they could tell I WANTED to be there and I wanted to create games and do the work for it. One thing I did, was learn UnrealEd. I then created an enviorment in it that you could just walk around and explore. After that, I sent out more resumes, and BAM! Within a week, I had three interviews. What had happened is that learning UnrealED showed companies that I was willing to go the extra mile personally to make games. It showed that I would do extra work, by myself, to get there. And whatta ya know, I made it! And it's fantastic! I've honestly, never been happier. Even during crunch times, work still doesn't feel like a job. It takes time, but the payoff is great. I think, if you truly want to work in the games industry, you can. Just make it your goal, and do everything it takes to get there. That's what I did.
Well, hope that helps...a little at least. That was my journey to get in the door. You just have to show them that you want it and that you can do what it takes and stick with it.
Oh, if you want you can check out my web site. My web site was basically my portfolio that I sent to all the game companies. It's not that great, but it did get me a job.
www.andrewgriffin.net (http://www.andrewgriffin.net)
Yeah, and if you have any questions about anything, you can just email me.
urbunner
March 14th, 2004, 04:27 AM
If you truly enjoy the creative drawing process then just keep working your ass off. Definitely do it while your young. I'm 29 and going to school for game design finally.Believe me its 10 times harder when you have a family and other responsibilities. Just keep at it.
capone
March 14th, 2004, 12:32 PM
Enjoying this topic!,
am looking for placement work as a artist for my 3rd year on a 4 year course, not having any luck though. I think its because my 2D skills are good but not perfected yet...
feel free to check my site and give me any advice:D
jetpack42
March 16th, 2004, 02:42 AM
Originally posted by capone
Enjoying this topic!,
am looking for placement work as a artist for my 3rd year on a 4 year course, not having any luck though. I think its because my 2D skills are good but not perfected yet...
feel free to check my site and give me any advice:D
Holy crap, man! under the history on your site it goes until 2006! Are you from the future or something?!
capone
March 16th, 2004, 02:47 AM
Heh, my uni placement officer says thats what I should...always thought it was a bit strange...
foofoo
March 16th, 2004, 07:06 AM
......i'm really grateful for more of the advices on getting a job in game industries. But how 'bout giving some crits on the work i've posted so i know the mistakes i've made n i can improve on my skills?
metalwinds
March 16th, 2004, 09:59 AM
work on anatomy. .. study it inside and out. also study light and the way it falls on objects. i dont have a job . ..im still in college. .. but i would imagine that having some color knowledge wouldnt hurt either. most of all, just draw as much as you can and study everything you see. ...inspiration is everywhere. good luck
FlipMcgee
March 16th, 2004, 06:25 PM
I don't have major problems with the anatomy of your drawing (with the exception of the face). He/she is wearing armor, so that could explain the stiffness of the contours of the figure. The way you did the folds of that exposed cloth (?) area near his right shoulder throws that part of the anatomy a little. Making the shoulder guards wider might fix that or by redoing the marks. Unless you intend this to be a female fighter, showing a little of the left leg (or left pant leg) underneath the padding will make him more masculine.
The lighting that you have (with the help of Photoshop perhaps) adds some drama. The textures look interesting.
One way of instantly raising the visual level of this particular piece of concept is to replace the gender-ambigous head with an aggressive looking kabuto with face guard. Know what I'm talking about, right? Plus sizing (extending) those katana blades would help too, and making their hilts a li'l bit thicker. Try and see if by taking those scabbards out, would improve the silhouette - you don't have to be 100% historically correct (unless you work for Nat'l Geographic) if you're only pushing for an idea/concept of a character.
Don't be discouraged, keep practicing and checking out stuff by pros (and see how they juggle/ balance figure proportion and exaggeration in their designs). I think you'll get a better appraisal of your skill and readiness to do pro work if you post more than one piece. Putting all of your hopes in one drawing can be risky, as you probably know already.
Good luck.
IronClad
April 6th, 2004, 09:21 AM
Hey FooFoo. Im sure the reactions to your work and job request are not surprise to you. I think one of the thoughest skills you must have before even thinking of knocking on the door of any selfrespecting gamedeveloper is the skill of being realistic to yourself. I don't mean that in a negative sense or anything but ask your self the question. Why would a gamedeveloper choose your work over that awesome drawing made by WELTOL for example. The answer: He simply wouldn't. Now I don't know how old you are but know this there are a lot of guys out there that are just better than you, and you can't blame a gamedeveloper for siding with someone better than you.
All you need to do is ascend a couple of levels. And even then its still a tuff industry to break in to. But at least you will have increased your chances, and your skill.
Just B Real. And good luck
Jebus
April 6th, 2004, 10:17 AM
Ok i'm not in the bizz or anything, but I also think social skills are very important. Build a network of people, and a little self-just in time management also helps to get there.
helix7
April 6th, 2004, 11:37 PM
Alot of what I would offer for advice has basically been said already. I'd just mention again that you need to be prepared to struggle for a while to get anywhere in the art business, and once you're there, be prepared to struggle just to stay there. Also be prepared to work ridiculous hours, 7 days a week. Of course this isn't the case everywhere, but in my experience (which is mostly in graphic design and currently as an art director) art professionals are expected to do more in a given day then they actually have time for, and so you're expected to put in the extra hours to get things done. This is a deadline-driven high pressure industry, and you should expect to hear in a Lumbergh voice over your shoulder at some point "Yeahhhhh... I'm going to need you to go ahead and come in on Sunday..."
And don't think you'll get paid for those weekends. Most of us get the same check every week no matter how many extra hours we put in.
You gotta really love this stuff to survive the industry and deal wth the bullshit, but if you can deal with it, it's a great field to be in.
Aerythes
April 7th, 2004, 01:28 AM
Hi foofoo, I just realised you're from Singapore. If you're considering getting into a game company in Singapore, you'd have better luck, as the requirements are somewhat lower here. But I must say that you'd still need to improve your skills first, especially on anatomy and pose.
As for criticism on your picture, since it's on a historical subject, I'd say that some historical research is important in order to avoid obvious errors. For instance, samurai wear the katana and wakizashi edges up (i.e. the scabbard curves downwards).
Keep on practising and you'd improve. Good luck! :)
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