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I was wondering if anybody had some detailed professional portfolio information. Namely, how many images to put in, what kind of images (particularly for gaming industry) to put in, how it should be arranged, is variety good, is it good to show concept development, what to do with the cover page, etc.
I know the basics, but I'm starting to make my own gimp portfolio to build off of, so I want to know the proper formula. Any info would be greatly appreciated.
Look about five threads down and you'd find this..
For hints on gaming/3d stuff, you want the search button at Polycount or cgtalk.
That thread had good info, but not what I was looking for. That was 'the basics,' and doesn't really apply to the gaming industry either.
I want to know if I should include any 'front, side, back' images, or if they should all be fully completed and colored works, etc. The game industry wants a huge variety of images, and I'm wondering if they would want sketches in a portfolio, etc.
And the biggest question is how many images; that thread didn't explain that, either.
"Gaming industry" is a very broad term, 2d, 3d ( high poly or low poly?), concept artist, animator, texturing, level design, what area are we talking about?
Whichever one you're after, I'd bet Polycount is still one of the best resources though, I'd suggest bookmarking it.
I meant concept art, and thanks, I already bookmarked it.
Check out the job posting thread and also company websites like Bioware and Blizzard. A good example is Bioware's advert for a concept artist. They want to see an example of your process, from rough ideation to finished blueprint. I find a lot of portfolios (mine included) don't show enough orthographic views or just a serious breakdown of a concept from all angles or it's smallest detail.
Also something that was reitterated several times during my portfolio review at the Montreal Workshop is companies want to see your work from life. Life paintings and drawings.