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Zilant
June 16th, 2007, 01:18 PM
I'm a wee bit perplexed.

In the next few months, I'm trying to assemble two portfolios, one for Concept Art, one for Animation. I hope to work in videogames.

One area of this whole process is making me scratch my head, the idea of Specialist vs. Generalist.

I know my professors, and a handful of google'd portfolio advice columns, say companies hire Specialists.
I understand that to the point I'm making two different portfolios each in a specific feild. But as I do more research into the industry, especially though helpful sites such as this, what amorphous glimmers I get into the inner workings of a videogame office floor seems to point to people being used in a Generalist kind of way. To the point someone (seedling?) said smaller companies don't even have a full-time Concept Artist position.

Even moreso,
I hear people saying Concept Art Portfolios should have a defined and consistent style. But then again, in practice, doesn't a concept artist stylistically work to the will of the Art Director? My first instinct would be to include a wide variety of styles just to prove I could adapt.


The Portfolio advice I'm getting seems so at odds with how things appear to be behind the scenes. I don't want to keep moving forward with portfolio construction if I'm moving in the entirely wrong direction. Am I getting less-than-fantastic advice? am I getting advice for the wrong feild? am I royally off-base on how things actually function? or is there some deeper reasoning at work here I just haven't grasped?

Elwell
June 16th, 2007, 11:26 PM
The difference you're seeing is the difference between freelance and staff positions. For an in-house job, you want to be able to show that you can handle many different things, so that you'll be useful to the company for different projects and at different points in the production cycle. For a freelance portfolio, you want to show the one thing that you're better than anybody else at.

Zilant
June 17th, 2007, 05:49 PM
OH!
That makes so much sense!

Thank you, Elwell. :^^:

FlipMcgee
June 17th, 2007, 07:33 PM
Research ahead of time what kind of games and requirements studios have before sending your application. Applying blind and devil-may-care is just gonna cost you. For your animation demo reel, keep it short keep it simple keep it online. I'll give you a tip, look for game animator pros' websites. Look at their reels if available, take note of the companies they work for. Adjust your animation content as necessary if you plan to apply to these same companies.

Good luck.