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Posted 26 October 2012 - 05:39 PM
Posted 26 October 2012 - 05:58 PM
1. Do you have a spectacular portfolio?
1. The goal: Breaking into game development as a concept artist.
2. What I have right now: A BFA ... as well as a Bachelor of Graphic Design ...
3. I think I have a fairly sizeable network within the game industry ...
What I don't have: A work permit to work anywhere outside of Israel, industry experience, financial independence.
The plan: Find a way to get paid for completing a Master's degree ...
Does this plan hold merit,
4. or am I wasting my time thinking about it?
5. I'm not looking into an art degree anyways - someone told me I need to find something less popular too boost my chances.
If I'm on to something, what would some good choices for me, as far as degrees go?
6. What would be useful 2 years down the road that isn't a hard science? Business?
7. Does it even matter, with any degree increasing my chances?
Posted 26 October 2012 - 09:04 PM
Posted 27 October 2012 - 09:11 AM
Check out my book, Game Development with Unity, aimed at beginners who want to build fun games fast.
Also check out my personal website at bryanwagstaff.com, where I occasionally write about assorted stuff.
Posted 27 October 2012 - 12:14 PM
Edited by Hamsta, 27 October 2012 - 01:44 PM.
Posted 29 October 2012 - 02:15 PM
Check out my game blog - Dave's Game Blog
Posted 30 October 2012 - 01:32 AM
This is the key for getting hired by a large studio. This will be more promising than getting an additional degree and keeping the same portfolio.
Do you have a spectacular portfolio?
Posted 30 October 2012 - 06:40 PM
Well why didn’t you say this from the beginning? Your goal in obtaining a Master’s is just to get close to the studios so that while you are there you can get a job.
a year of Optional Practical Training (OPT) in which I can legally work in the US for 12 months, without the person hiring me having to worry about sponsorship.
As an international student I would only be able to work on-campus in any case.
1.He does a lot of things, and while not the best in any of those things he does what we need at an acceptable level, and he lives near our studio.
Posted 02 November 2012 - 10:14 AM
...but expecting or worse yet asking a company to take a chance on you could result in them remembering you for all the wrong reasons.
So what I'm saying is that since you already have some degrees under your belt, do what you can to get into a position where you can get where you want. Most companies now don't pay for any education or at the most have some sort of reimbursement program.
If you want to take the route of concept artist, I would suggest going freelance for a bit. Get your name out there, work on as many projects as you can, and work toward a direction you would like to be known for and pursue your advanced education on your own. Work on side projects that show your style. Comics, storyboards, renderings, logos, fan art; whatever you can think of to show off.
The internet is a big place with lots of information on everyone if you dig just a little bit. Just looking at your profile I found this.
Last thing I want to say is maybe they're a bit turned off about how much education you have compared to experience. Taking a look at your resume on your site shows that you have just under 2 years working as an artist in some professional capacity, but you have something like 8-10 years of education? That and with a couple years missing between your military experience and the beginning of education, employers will wonder what you were doing with your life. Then your professional experience during school is very thin, showing either you didn't pursue much of anything, or that you aren't worth having on board. Activities don't count as those would be considered extra. Like how being part of a bowling league doesn't excuse you from work for that day.
That could be a reason why you aren't getting sponsored. Just some things to consider.
I hope I didn't come off as harsh; just wanted to be helpful.
Just my two cents.
Concept artists are often only needed in pre-production or early stages, so a freelancer jumping from job to job is much more likely to work up the ladder. Studios which employ concept artists for multiple projects will most likely be big and have the option to choose from only the best and most experienced ones.This is the key for getting hired by a large studio. This will be more promising than getting an additional degree and keeping the same portfolio.
Do you have a spectacular portfolio?
If you want to be spectacular you need to practise, every day at least one, better two, new concepts. Take the look at existing concept art(guild wars 2) and figure out which level is required to be very good. Once you have reached a good level start posting at forums which are known for recruiter of big studios (ie blizzard and valve are luring around at polycount), post your best and most amazing work only. Try to build up a reputation for an amazing concept artist.
Looking at your portfolio, three words come to mind: quality not quantity. There are some good pieces and some decent, remove all the decent one, nobody is interested how you started your art carree or that you are able to create sub-optimal art, you need to post your most amazing pieces only. If you don't have enough, get back at the tablet and start working.
Posted 06 November 2012 - 10:41 PM
Edited by Wyrek, 06 November 2012 - 10:45 PM.