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Member Since 02 Jul 2011
Offline Last Active Today, 11:49 AM

Posts I've Made

In Topic: Not Sure Where To Start

02 August 2016 - 12:26 PM

Reading the forum FAQ and the rest of the stickies would be a good place to start (basically go to Tom Sloper's website and take the time to go through everything.)


You aren't the first person to struggle with where to start. If you have more specific questions, feel free to come back and ask, we might all learn something new.

In Topic: Salary Research

20 May 2016 - 02:42 PM

Does this help? http://www.gameindustrycareerguide.com/video-game-programmer-salary/

Game Developer magazine ran a yearly salary survey, Gamasutra has one for 2014, not sure about anything newer: http://www.gamasutra.com/view/news/221533/Game_Developer_Salary_Survey_2014_The_results_are_in.php

In Topic: How terrible is my art

17 February 2016 - 10:52 AM

Do not say that your art is terrible.

Do not ask how bad it is.

When you do, you are already forming opinions in others that are not to your best interests, they will then confirm what you told them.


When you remain neutral, asking for constructive critique, you may be surprised at what people do enjoy and appreciate in your art, such a morale boost will keep you motivated to get even better, and as you improve you will get even more praise, from just a little switch in attitude.


You will still struggle with artist blocks and feelings of incompetence, but such is the nature of any creative pursuit.

In Topic: Would it be worth it to attend GDC, or would it be a waste of money?

07 December 2015 - 07:17 AM

What I've learned during all the conferences and trade shows I've attended all over the world, searching to break into the game industry, is that you would be sorely disappointed if you think that attending one developer's conference (even if it is the biggest) is going to immediately result in gainful employment.


The reason I do keep going to these events, aside from the fun I have playing games and collecting swag, is that it is an excellent opportunity to make new contacts and stay in touch with the friends you make during these events, who all share a similar passion to be a part of this industry in one way or the other. I know that others broke using such connections, and I hope it works out for me someday too. 


Don't forget business cards, portfolio, and the right attitude. Good luck.

In Topic: Art Portfolio

01 December 2015 - 10:36 AM

I have been trying to find full time employment as a concept artist for a few years now myself. Not much success so far, but I think my biggest problem is location.

My portfolio and I have been to a fair number of game developer conferences and trade shows around the world, and I've had professional game developers comment on it, so maybe I do know a thing or 2 about it.


Aside from what was already written, I would suggest you do work on making 3D your friend. Not only will it help you understand the process needed to turn 2D concept art to 3D, it can help you create better work, from figuring out perspective and lighting, to kitbashing models together, to doing concepts completely in 3D.


Don't put anything in your portfolio that looks unprofessional. You may think an anatomy study or a school assignment is some of your best work, but it makes you look like a student and an art director might question how ready you are for work and if you can provide consistent work.


They do like to see work in progress and your thought process.


Resolution doesn't really matter - it depends on what you are comfortable with, and gives you the detail you need. I personally still print out my portfolio on A3 paper because the large size makes a good impression and is a good ice breaker, even though it is heavy and hard to see in low light (when you take it to networking parties ;) )


Finally, make sure to pay attention to how your portfolio is viewed: start with something impressive to grab attention, end with something equally impressive so that people will remember your portfolio by.