My art/blog facebook page, need honest feedback

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DAZZER7

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#1 DAZZER7
Member since 2004 • 2422 Posts

Hello all, I'm currently in my last year of Uni, hoping to become a games artist and have therefore started my own facebook page/blog. May I ask, if any of you can spare any time, please check it out, click 'like' if you like it and comment if you feel you can offer feedback (positive or critical). The link is in my sig :)

I hopefully have the possibility of 2 internships with 2 games companys based in the UK and may be creating artwork for a game that could be review right here on gamespot XD

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sonic__323

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#2 sonic__323
Member since 2007 • 23684 Posts

I seen the ones on your site, they were great. Keep up the great work! :) Perhaps I can study this too since I like to draw, I'll keep that in mind when I go to college next year. :P

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Steameffekt

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#3 Steameffekt
Member since 2008 • 4950 Posts

Looks good man!

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Shad0ki11

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#4 Shad0ki11
Member since 2006 • 12576 Posts

Get rid of the splash page. Your work should be the first thing that shows up when I open your page.

The title you give yourself is very general. "3D modeler and concept artist" sounds like you want to be a generalist.

-People from big game companies aren't looking for generalists, they're looking for badass specialists. The kinds of companies that are looking for generalists are usually smaller, independant companies. Pick a title, then stick with that.

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"3D modeler" and "Concept artist" have many subcategories to choose from:

For 3D:

3D Prop artist,3D Character artist, 3D Environment artist, 3D Animator, Special FX artist, etc.

For 2D (Concept art):

Prop artist, Character artist, Environment artist, UI Artist, etc.

Those are just handful from each category, but you gotta give yourself a more specialized title.

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-There are too many tabs, condense as much as you can while being really straightforward with your presentation. No potential employer is going to want to flip through tabs with a million images because they have other peoples' portfolios to look at...unless your site is a goldmine of pure badass work.

-Get rid of your "Sketchbook" and "concept to asset" tabs. If it isn't good, then it isn't worth showing. Potential employers aren't looking for reasons to hire you, they're look for reasons not to hire you. So if you have a few badass pieces, but a bunch of other sh*tty work, they're just gonna close the page and move onto the next person. That's why you only show your best work; only put your best foot forward.

-Here's a note about "process" images like you have in your "concept to asset" tab: It's about the final asset that counts, NOT the process that leads up to that asset. If the final image isn't the most badass thing they've ever seen in their life, then they won't give two sh*ts about what the process was. If they really like your work and want to see your process, then they will ask you about it.

-You currently have your "about me" in front of your work, when it should be the other way around. Present your work first, then give your contact info and resume.

-Speaking of your resume: why is it in DocX format, and why is it 3 pages long? You should have it in PDF format, and it should all fit on one page, which means you'll have to cut out a lot of "filler" info that you decided to leave in there.

-You should have your contact info at the top, then goal/objective/about, then right after that, you tell your skills, then tell what programs you're efficient in, then work experience, then education, then awards. You should just remove the hobbies section all together. This is a professional document, not a dating service. You will get to talk about your hobbies when you go in for an interview, but not right now.

-Currently, your "work experience" section is hogging up the space. If you're applying to be a game artist, try to keep it relevant. If you really need to add non-industry related jobs, only list jobs that you've done for the past two years. It will save you time and space.

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Now onto your work:

-If this is your portfolio website, get rid of ALL of your Work-in-Progess images.ONLY show your best, finished work.

-Most of your renders have a black background. Black backgrounds totally kill your presentation because not only is it hard on the eyes, but it makes your model and textures look bad. I'd recommend making a nice render background for your renders.

-Your lighting could use some work in all your renders. Your 3D environments are really dark and you can't see anything. For your invididual assets, including characters, you should make a nice 3-point lighting setup with a background image, like I've explained above.

-If you have access to game engines (like UDK or CE), or realtime renderers like Marmoset Toolbag, render your work in those. If not, do a nice clean render in whatever modeling package you use.

-As for the quality of your work, I think it could be a lot better. Look at artists who currently work in the industry for inspiration, then try to make your work better than what's already out there; you have to aim for the top if you want to succeed.

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-The game industry is VERY competitive. So if you don't have what it takes, then you have to everything you can to get your work to industry level. And don't feel like you can't do it "because you're a student". Making the excuse that you're a student just tells everyone that you lack confidence in your work and that you don't know what you're doing. If you start acting like a professional, and you show professional level work, then you will be treated like a professional and chances are companies will be more willing to hire you. ;)