For the start of this module we started talking about portfolios and what we wanted the outcome of this module to teach us. We started by talking about the do's and dont's for portfolios. We decided that we each had to chose which part of the industry we specialised in, areas such as environments, characters, props, animator for example.
To start at the basic entrance level into the industry prop artist is a good choice to make and so is environment artist. Roles like character artists are harder to get into as a junior artist and as someone with little experience. because of this for this project I have decided to create my portfolio designed around a prop artist when later on I would like to specialise into more of an environment artist and maybe even a character artist.
For when we are creating our portfolio we discussed what is good and what is bad and what we need to avoid when we are creating our portfolio. We talked about keeping text in the portfolio consistent and don't put text in that the person viewing it has to move their head to the side to see it. Keep text bold and don't fade it out or make it hidden, if you aren't confident in your work people will be able to tell. Load times are bad when people are trying to view your work. The quicker you can convey your work the better, if it takes a long time to load then you are wasting your time.
We also talked about a show reel to put in our portfolio. The volume in the show reel should be consistent as most people use headphones. keep work in the portfolio clean and friendly to a wide audience. The email address that is used to contact the different studios if you email them should be clean and shouldn't be anything rude to put them off.
Some of the things that we talked about to do with what we wanted to learn from the outcomes of this module were things such as being shown how to handle a interview at a games development company, and maybe even things such as a mock interview with people that are employed in current games industries.
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