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About ItamarReiner

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  1. ItamarReiner

    Getting a 3D Artist Job

    1. If your portfolio blows the competition out of the water, you'll get the job. A formal education can smooth the way. (Or it can do nothing if you don't take advantage of it.) 2 + 3. Don't worry about style, focus on the fundamentals: composition, anatomy, color theory, materials/textures, etc. Learn the rules before you bend them, study from the masters, experiment with different techniques, find artists whose work you enjoy. These influences will eventually form into a style that is your own, and you'll that sometimes you wish you could do things differently. Being able to adapt to different styles (because of your firm grasp of the fundamentals) will help you if you work at a company that moves from developing project Super Awesome Robots 3 to Happy Puppy Islands. Having a very distinctive technique may mean a company will look to hire you specifically to capitalize on your popularity. 4. Like Tom said, yes and yes.
  2. ItamarReiner

    Feedback on portfolio

    You Spelled 'Shuhari' as 'Shuari' in the title I like the fact that you state exactly who you are right from the start. I'm not sold on the idea I have to start scrolling to see your actual projects. Maybe use an impressive screenshot from one of your games instead of such a meaningless background. Also not sure about the resume and Linkedin needing to be first. As a game artist I've often heard how a portfolio only has a few seconds to catch an Art Director's eye or to be forgotten amidst the hundreds of portfolios they see on a daily basis, your discipline might have a similar situation. Something to think about. Wasn't really compelled to click on the links provided to further explore. That may be down to not being your target audience, or it could be a big problem. Just my 2 cents. Best of luck.
  3. ItamarReiner

    Racing game i am working on

    I'm digging the style. It's got an almost tactile feel to it, like it's made out of play-doh. That being said, there's a big a thematic gap between the gritty sci-fi car and the cutesy beach environment it's driving on. Personally, I'd give the vehicle the cute treatment, making it a brightly colored beach buggy. You could also make the rest grittier, or maybe have some way of connecting the car to the beach. Does your game make a good simulation of how difficult it is to drive on sand? Seems like a big part of the fun would be sliding around in the stuff. Good luck
  4. ItamarReiner

    What to model for practice?

    Check out https://www.the-blueprints.com/ for a wide range of blueprints.
  5. ItamarReiner

    Aspiring Character Artist looking for advice

    Having a solid knowledge of anatomy, composition, fashion design, color theory and other foundations of art is going to serve you much better than any specific know how in any program.
  6. Start by reading the FAQs in the sticky posts. A lot of good information which would apply, even if it isn't specific to someone from the architecture field. If you want to be a game designer, start by designing games. It's never been easier to pick up a game engine and start using it. Failing that, you can try designing board games. You want to build a portfolio that shows that you can do the work, in one of the hardest disciplines to break in to. There are so many different ways in which people break into the game industry, it's impossible to tell you which will work for you. Are you surrounded by game studios? Maybe you can find work as a game tester and work your way up the ladder. Are you signed up for the Global Game Jam? Maybe you can make connections there that will lead you to your first job. Is there an amazing game design program you can attend nearby which will give you the skills game studios are so desperate for they will help you relocate? Working as an architect might give you a slight advantage as an artist or level designer over someone completely clueless, but there's still a huge gap between what you learned and the skills game studios need, so don't expect this to be an easy transition, but you never know if you never try or give up too soon. Best of luck.
  7. ItamarReiner

    Aspiring Character Artist looking for advice

    Put yourself in the shoes of the art director of one of your favorite games, and try to figure out what they would do if they were looking to hire new talent to work on the sequel. Go on ArtStation and find some character art that what would be a good fit, and analyze what they are doing. Look at all their work, judge what works and what doesn't, see if they have additional links, what sort of contact information they leave, etc. Having an online portfolio is important, even if it's just one on ArtStation (which you should definitely have) but it's going to be hard to get critique, so look for opportunities where you can get real feedback. The Global Game Jam could be a good place to start, maybe there's a local drawing meetup, or a developer conference around your neck of the woods - Have a portfolio with you in these instances, you don't want to tell people to check your online presence.
  8. ItamarReiner

    How can anyone draw with an Graphics Tablet ?

    Not in my experience. There are several issues: There's the thickness of the glass to consider, you paint on the surface, the pixels change under it. The screen is smooth, unlike traditional surfaces which have a tooth that offers more resistance and tactile feel. Finally, there is software lag. With experience you get used to these issues, and you get experience through practice, just like everything else. A few more things to consider for the inexperienced digital artist: -Size matters: a small tablet is cheaper and easier to transport, but it is harder to control your strokes when you have less surface area to digitize your movement, yes, even if you like to paint tiny. -Know your strengths: as a traditional artist I prefer charcoal to pencil, and large blocks of color to lineart, and I work the same way as a digital artist.
  9. ItamarReiner

    Good fonts to use for menus and HUD

    Here's a Twitter thread from a friend that might inspire you:
  10. ItamarReiner

    Several Questions About Portfolio

    Take anything I saw with a grain of salt. I've collected a lot of tips over the years of trying to find a job, and I'm still trying (I blame location and a niche position for it.) 1. Use your real name unless you are really committed or well known by an alias. It will make it much easier for other people to find you. 2. I believe a vertical slice is the best thing to show. Even if you published a game, you'd want to make a short gameplay video briefly showing everything it can do. 3. I believe subtitles are common practice for demo reels. You would need to verbally explain things if you land an interview, though. You don't need to be able to play yourself to put a demo reel together. A few more critiques of what I saw on your current portfolio, hopefully they are constructive: a. Only show your best work. Take our anything that is obviously school work, anything that doesn't show your current skill set, whatever else you think is unprofessional. b. Make a good first impression. Someone looking to hire might have just gone through a few dozen websites before yours, and won't click on any of your links if you don't have a visually powerful landing page. c. Make sure it is clear what you want to do and what exactly you did on team projects. That 'about me' page is a wall of text. Good luck.
  11. ItamarReiner


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  13. ItamarReiner

    China Game Developers Conference

  14. until
  15. ItamarReiner

    Relocating to start my career

    Europe is a diverse continent and not all countries are equal when it comes to game dev communities. I don't believe there are many AAA studios in Spain if that's what you are looking for, but indies shouldn't be too hard to find in any major city, if you are ok starting there. There are game development conferences all over Europe, and I would suggest looking into it, and I always recommend volunteering to really connect with like minded individuals. Don't forget business cards and a portfolio. Studios in Europe tend to have a very international staff from what I've experienced, with English as a working language, so that shouldn't be an issue (unlike east Asia.)
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