PortfolioContents
From polycount
Revision as of 11:09, 6 February 2014 by EricChadwick (Talk)
Portfolio Contents
What should be in your game art portfolio? Here is what Art Directors are looking for when evaluating an artist. Each artist will not have all these skills, but the more you have the better your chances of being hired.
Animator
- Solid understanding of the 12 Disney principles of animation.
- Realistic humanoid motion (walk, run, die, idle).
- Caricature motion (anticipation, squash/stretch, follow through, telegraphing, secondary motion, etc.).
- Acting ability... ability to get inside the character's head, ability to convey emotion and tell story.
- Looping, blending, working with limited frame counts.
- Focus on character work (don't show bouncing ball anims).
- Extra Credit: Rigging & skinning, good camera work, editing skills, behavior trees, how to work with modular animation systems, UI animation.
Character Artist
- Ability to nail archetypes: realistic tough man, realistic attractive woman, badass monster, well-worn robot.
- High-poly sculpting (zbrush/mudbox).
- High-poly sub-division surface modeling.
- Low-poly edge-loop modeling, good edge flow, how to make good joints that can deform well.
- Texturing, both realistic and stylistic (painterly). Material differentiation (metal, fabric, flesh, etc.), wear and weathering. Efficient UV mapping.
- An eye for color, value, composition, & lighting.
- Extra Credit:
Concept Artist
- Ability to inspire, come up with new designs, express ideas.
- An eye for color, value, perspective, composition, & lighting.
- Can render characters, buildings, environments, props, vehicles.
- Can render consistent proportions that will translate to 3D properly.
- Ability to render the same subject from multiple angles, costume variations, different lighting or time of day.
- Anatomy, clothing, armor, weapons.
- Quick sketching & silhouette studies, vs. full renderings.
- Extra Credit:
Environment Artist, Prop Artist
- Ability to nail archetypes: modern urban, pristine nature, rough-hewn primitive town, sci-fi technical.
- An eye for color, value, perspective, composition, & lighting.
- Whole environments, interiors & exteriors, individual props.
- High-poly sub-division surface modeling.
- Low-poly edge-loop modeling.
- Texturing, both realistic and stylistic (painterly). Material differentiation (metal, fabric, stone, foliage, etc.), wear and weathering. Efficient UV mapping, lightmapping.
- Modular design, modeling on a grid, efficiency & reuse.
- Extra Credit:
Technical Artist
- Creates tools for artists. Fluent in one or more coding languages: Melscript, Maxscript, Python, C#, mySQL, dotNet, etc.
- Rigging and skinning: characters, props, environments.
- Understanding of game art pipelines, clean and efficient code, good documentation.
- Physics, shaders, performance tracking, optimization, asset tracking.
- Problem solver, good communication skills.
- Functional knowledge of applicable mathematics.
- Extra Credit:
User Interface Artist
- Strong graphic design skills, strong knowledge of fonts and their usage.
- Good eye for colors, values, perspective, composition, lighting and presentation.
- Understanding of User Experience and menu flow.
- Skilled at both pixel art (icons, elements) and vector art (Illustrator, Flash, etc.).
- Motion graphics animation: motion design, timing, composition, flow.
- Extra Credit: Flash, 3D, FX, After Effects.