Difference between revisions of "PortfolioContents"

From polycount
Jump to: navigation, search
(TOC added)
(more)
Line 19: Line 19:
 
== Character Artist ==
 
== Character Artist ==
  
* Ability to nail archetypes: realistic tough man, realistic attractive woman, badass monster, well-worn robot.
+
* Ability to nail archetypes: tough man, attractive woman, badass monster, well-worn robot.
* High-poly sculpting (zbrush/mudbox).
+
* Low-poly edge-loop modeling, clean modeling, good edge flow, how to make good joints that can deform well.
* High-poly sub-division surface modeling.
+
* High-poly sub-division surface modeling, clean modeling, good edge flow.
* Low-poly edge-loop modeling, good edge flow, how to make good joints that can deform well.
+
* High-poly sculpting (zbrush/mudbox/3dcoat), ability to extract good surface maps (normal map, displacement, ambient occlusion, etc.)
 
* Texturing, both realistic and stylistic (painterly). Material differentiation (metal, fabric, flesh, etc.), wear and weathering. Efficient UV mapping.
 
* 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.
 
* An eye for color, value, composition, & lighting.
Line 43: Line 43:
 
* An eye for color, value, perspective, composition, & lighting.
 
* An eye for color, value, perspective, composition, & lighting.
 
* Whole environments, interiors & exteriors, individual props.
 
* Whole environments, interiors & exteriors, individual props.
* High-poly sub-division surface modeling.
+
* Low-poly edge-loop modeling, clean modeling, good edge flow.
* Low-poly edge-loop modeling.
+
* High-poly sub-division surface modeling, clean modeling, good edge flow.
 +
* High-poly sculpting (zbrush/mudbox/3dcoat), ability to extract good surface maps (normal map, displacement, ambient occlusion, etc.)
 
* Texturing, both realistic and stylistic (painterly). Material differentiation (metal, fabric, stone, foliage, etc.), wear and weathering. Efficient UV mapping, lightmapping.
 
* 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.
 
* Modular design, modeling on a grid, efficiency & reuse.
Line 52: Line 53:
  
 
* A strong eye for color, value, perspective, composition, & lighting.
 
* A strong eye for color, value, perspective, composition, & lighting.
* High-poly sub-division surface modeling.
+
* Low-poly edge-loop modeling, clean modeling, good edge flow.
* Low-poly edge-loop modeling.
+
* High-poly sub-division surface modeling, clean modeling, good edge flow.
 +
* High-poly sculpting (zbrush/mudbox/3dcoat), ability to extract good surface maps (normal map, displacement, ambient occlusion, etc.)
 
* Texturing, both realistic and stylistic (painterly). Material differentiation (metal, fabric, stone, foliage, etc.), wear and weathering. Efficient UV mapping.
 
* Texturing, both realistic and stylistic (painterly). Material differentiation (metal, fabric, stone, foliage, etc.), wear and weathering. Efficient UV mapping.
 
* Solid working knowledge of at least two disciplines.
 
* Solid working knowledge of at least two disciplines.
Line 60: Line 62:
 
== Technical Artist ==
 
== Technical Artist ==
  
* Creates tools for artists. Fluent in one or more coding languages: Melscript, Maxscript, Python, C#, mySQL, dotNet, etc.
+
* Solid software engineering practices, creating tools for artists. Fluent in one or more coding languages: C#, C++, Melscript, Maxscript, Python, etc.
 
* Rigging and skinning: characters, props, environments.
 
* Rigging and skinning: characters, props, environments.
 
* Understanding of game art pipelines, clean and efficient code, good documentation.
 
* Understanding of game art pipelines, clean and efficient code, good documentation.
Line 66: Line 68:
 
* Problem solver, good communication skills.
 
* Problem solver, good communication skills.
 
* Functional knowledge of applicable mathematics.
 
* Functional knowledge of applicable mathematics.
* Extra Credit: (tbd)
+
* Extra Credit: Show your process of tool development.
  
 
== User Interface Artist ==
 
== User Interface Artist ==

Revision as of 13:10, 6 February 2014

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.

Beware: there are differing opinions on what is required here. Judging portfolios is often a highly subjective process. Just make your portfolio as awesome as possible!


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.).
  • Facial animation, lip sync.
  • 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: tough man, attractive woman, badass monster, well-worn robot.
  • Low-poly edge-loop modeling, clean modeling, good edge flow, how to make good joints that can deform well.
  • High-poly sub-division surface modeling, clean modeling, good edge flow.
  • High-poly sculpting (zbrush/mudbox/3dcoat), ability to extract good surface maps (normal map, displacement, ambient occlusion, etc.)
  • 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: (tbd)

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 can easily translate into 3D models.
  • 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: 3D modeling for paintovers (Sketchup).

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.
  • Low-poly edge-loop modeling, clean modeling, good edge flow.
  • High-poly sub-division surface modeling, clean modeling, good edge flow.
  • High-poly sculpting (zbrush/mudbox/3dcoat), ability to extract good surface maps (normal map, displacement, ambient occlusion, etc.)
  • 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: (tbd)

Generalist

  • A strong eye for color, value, perspective, composition, & lighting.
  • Low-poly edge-loop modeling, clean modeling, good edge flow.
  • High-poly sub-division surface modeling, clean modeling, good edge flow.
  • High-poly sculpting (zbrush/mudbox/3dcoat), ability to extract good surface maps (normal map, displacement, ambient occlusion, etc.)
  • Texturing, both realistic and stylistic (painterly). Material differentiation (metal, fabric, stone, foliage, etc.), wear and weathering. Efficient UV mapping.
  • Solid working knowledge of at least two disciplines.
  • Extra Credit: (tbd)

Technical Artist

  • Solid software engineering practices, creating tools for artists. Fluent in one or more coding languages: C#, C++, Melscript, Maxscript, Python, 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: Show your process of tool development.

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.

Links


Personal tools
Namespaces

Variants
Actions
Navigation
Tools