View Full Version : Game companies - portfolio guidelines?
seeeker
November 20th, 2006, 09:05 AM
Hi,
I am a 2d concept artist, and have spent the last year tailoring my portfolio to appeal to production designers. They all say to work on something different: "you should have a little more of this, a little more of that...", it's never quite right. My book is probably not all things to all people. (For example, here in London some PDs are more old-fashioned and recommend having more Victorian era architecture drawings, and less sci-fi). Some say don't worry about 3d, others recommend it. Character design is probably my weakest area, but with dedication and practice I think I can improve here.
Question: I would like to branch into video game concept art, mainly to increase potential opportunities.
1) What do they mostly look for in 2D portofolios? Subject matter or overall skill/potential?
2) Is it more important to have LOTS of mecanical droid/giant gladiator/slender princess - type characters? How fully realized: sketch ideas? finished full color art? - Or is architecture equally important?
3) This may sound ridiculous, but I'm not actually that into games. I LOVE the 2d concept art of any industry. But I don't really play games much. Is this an issue? Afterall, I'm not trying to be a game designer, just a 2d concept artist.
I should probably point out that I'm not a total beginner - I have been an illustrator for years in different industries. My work is pretty good but I always want to take it farther and improve. My marketing and self-promotion sucks, though I do have a website. I have been in Expose 3, and Painter from ballistic. I don't necessarily have a singular, unique style.
Any other suggestions would be helpful.
thanks very much.
Vanvalen
November 20th, 2006, 09:20 AM
If your aiming for the games industry the main issue your going to contend with is type casting...companies in the industry are no longer looking for "2d artists" "3d artist" etc...they are looking for individuals that can multi-task ... I started out as simply a texture artist, many moons ago and never though't I'd be making entire cities in 3d max...but I am.
I started out simply wanting to do 2d concepts, but I very rarly get the chance now as the bulk of my time is spent modelling in Max...we don't have a single artist here at work that simply does one thing (appart from animators) all of use can lend a hand with anything in our departments. granted we still have character artists..environmental artists etc...but within the department we don't just draw...we also make the final assets.
This is how many companies are operating now and it's the kind of skill set that you will need to develope if you want to work in games....
And..some might disagree, but if you don't have a passion for games...don't make em.
Seedling
November 20th, 2006, 10:46 AM
..companies in the industry are no longer looking for "2d artists" "3d artist" etc...they are looking for individuals that can multi-task ...
What do you mean, "no longer"? ;-) Game companies have been this way from the beginning as far as I am aware, because games are made with smaller budgets and smaller teams than movies.
seeeeeker, you’ll have an easier time getting into concepting for games if you get in as a team member who can also do modeling and texturing, unless you are way-cool hot stuff. And by all means *don’t* overly focus on characters. Too many artists limit their chances of getting hired by doing that.
There’s a link in my sig that may interest you. I can try answering your questions in depth over there later if you want. . .
seeeker
November 20th, 2006, 12:57 PM
thanks for all the comments. I have been putting off 3d for a while, basically I took a maya class a couple years ago and hated it; it was just overwhelming. However, at this time I taking up Cinema 4D with more commitment. I know a little Zbrush too, I will never be a 3D whiz, but obviously it helps to be proficient at least.
Seedling - I will check out those links (I think you're referring to those under your post?). That's a lot of reading so I'll get back to you.
With all due respect, nobody answered my question :) What is most impressive in a games-oriented 2d portfolio? Well-rounded? Warriors? Polished art? Sketch ideas? Maybe the question is not right?
thanks
Seedling
November 20th, 2006, 01:12 PM
With all due respect, nobody answered my question :) What is most impressive in a games-oriented 2d portfolio? Well-rounded? Warriors? Polished art? Sketch ideas? Maybe the question is not right?
If you can't find an answer to this to your satisfaction in my game art thread, then ask me again over there, and I'll try to fill in whatever hasn't been covered.
Oh, and yes, a "sig" is that chunk of text at the end of a post.
Mungus
November 26th, 2006, 05:30 AM
...first off.... some Game Devs still have dedicated 2d concept artists...
(the place I was working for last december for example) >>>>>and they did in the past too.<<<< (thanks Seedling)
I was "prized" by my company for being able to switch style, (for the various licensed titles we were commisioned to undertake), do 3d environments, and give input in fields when the designers got stuck, like camera angles, user interface design etc. Storyboarding is useful, basic game understanding is invaluable too. Awareness of current trends and styles is very useful, the game industry loves to plagiarise itelf. If you're just interested in doing character designs, there's still heaps of scope, but there's plenty of people out there who can do that. You have to offer more, if its your first job, (ironically). Environment designs are equally useful, I think I drew about five times more environments than characters over the years. The characters don't change that much, bosses, extra weapons, clothes etc, but the environments, themes, they change all the way through a game. And its not just knocking up a theme (the "ice level" .....about as ubiquitous as the wooden crate these days) but you need to provide various different views of the same place, different angles, details, etc. so the library in your head, and then your research skills will be put to the test.
If you've got 3d experience, and a portfolio to back it up, then you would be in a much stronger position, as your concept skills will be less required deeper into the project and you can perform all the sweep up 3d jobs that spring up as the job gets into alpha and beta stages, and the artists are going overtime crazy. You might get a more senior position quicker too that way, and do some shaking and moving of your own.
But the big things with the portfolio, are quality, innovation, adaptability and vision.
Big guys in mech suits, or a spidery aliens with pointy legs and dripping teeth, or industrial spaces with yellow and black chevrons were all passe about seven years ago, yet i still see the same old, same old....its really depressing....so if you have something new to offer, then good luck to you and knock them out. God knows, they need a good smack upside the chops :P
Moz
tatiana
November 26th, 2006, 11:02 AM
...With all due respect, nobody answered my question :) What is most impressive in a games-oriented 2d portfolio? Well-rounded? Warriors? Polished art? Sketch ideas? Maybe the question is not right?
Based on the CGSociety interview of Philip Straub, Art Director over at EA Tiburon, concept artists in a larger game company may be asked to do a variety of tasks, but aren't necessarily "2D/3D generalists" like you may have to be in a smaller company.
"Indeed, the seven-member concept art team that Straub directs designs user interfaces, paints concept art for environments, vehicles and characters, draws storyboards, prototypes games, designs cinematics, creates matte paintings, handles graphic design and motion graphics, and creates “memorable moments” (action shots), and visual targets.
Concomitantly, the artists’ backgrounds include industrial design, computer animation, layout, and graphic design. Few had any experience in game development before joining EA."
http://features.cgsociety.org/story_custom.php?story_id=3780&page=1
I would think the more that you can show in your portfolio that you can do artwork that fits within the type of games of that particular game company that you want to do work for, as well as show that you can branch out and do other work in other styles for future projects (potentially)...in other words that you are creatively flexible, and can show some of your thought/development processes when you design characters, environments, storyboards, HUD, packaging, etc., showing work from early sketches to finals; then the more likely that they'll be interested in considering you for a creative job with whatever game company you are targeting.
t
dbclemons
November 26th, 2006, 11:21 AM
...1) What do they mostly look for in 2D portofolios? Subject matter or overall skill/potential?
2) Is it more important to have LOTS of mecanical droid/giant gladiator/slender princess - type characters? How fully realized: sketch ideas? finished full color art? - Or is architecture equally important?
3) This may sound ridiculous, but I'm not actually that into games. I LOVE the 2d concept art of any industry. But I don't really play games much. Is this an issue? Afterall, I'm not trying to be a game designer, just a 2d concept artist.
...
Most often the job requirements are spelled out rather specifically in the job posting itself. Not always, but if it's detailed then take it to heart as exactly what they expect to see. If it says 2D and3D, then, yes, show some good 3D work, but often 3D skill for a concept artist is only listed as a "plus." Pluses in your favor are good. Architectural skills are essential for environment design. For character design show figure drawing ability, imagination, and command of detail. Costuming, props and vehicle design is also important. Good samples of all of these work in your favor.
General art skills and program knowledge (Photoshop in particular) are the main areas to focus on. After that, it's a matter of appealing to the tastes of whomever is in charge of approvals, and the difficulty there is not knowing what that is beforehand. You should at least get your foot in the door before you meet that person if your examples are of a good range of those catagories and high quality.
As for having a love of games, that too is a plus. It's something that tends to come out in an interview. They can tell; most often the interviewer is a "gamer" or at least very passionate about what they are doing or expecting to see in others. It's not always a big deal, but can literally be mentioned in the job posting, and can matter much to those hiring. I would certainly recommend studying up on game art, especially any previous examples of art for the companies you apply to. Concept artists are the springboard for how a game gets off the ground, so your heart really needs to be in the subject matter if you expect to do well and be appreciated.
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