Portfolio Tips for VideoGame Art
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As an Art
Director at a studio with several concurrent games, I make it a priority to be
involved with all artist hires, as the whole studio is only as good as the
quality of the people who work there. It
is not uncommon to have weeks where I sort through hundreds of portfolios, and
in looking at so many submitted works, I have noticed some commonalities
between people we hire and people we don’t.
While the
gist of this is written for a entry-level artist point of view, most of this
applies to all skill levels, as a Senior Artist’s portfolio can often get to
desks in the same pile as students right out of school, and without better
information gets prioritized the same and goes through the same HR processes.
The points
of view in all of this (particularly the discipline content section) are based
on the projects my company produces, which is exaggerated photo-realistic style
games. There are probably simple parallels to other styles, such as children’s
products, that hopefully should be obvious even if examples aren’t given.
It should
also be noted that this is not a guide to get into film or broadcast. I am not
aware of the criteria they use for their portfolios. If you are more interested
in 3-D film Cg, Pixar has an excellent portfolio
guide for working in their industry.
http://www.pixar.com/companyinfo/jobs/howto.html
If you are
trying to make one portfolio that will serve several different types of
industries, I think it will be very difficult to do, and don’t recommend it-
you should tailor your portfolio to the industry and discipline you are
applying for.
Portfolio Presentation
(physical media)
Discs:
I get into
disagreements with other art directors about which are better- DVD movies or
CDs (data discs). I prefer data discs, but I have heard others prefer DVDs. My
advice is to include both if possible.
1. They are low-res (640 x480).
Non-animating work should be viewed higher than this.
2. They are hard to share (one copy)
with a group of people, and easy to get lost once shared.
3. Viewer has less control to
understand content of images (moves fast; is blurry).
4. DVDs often don’t work on many
systems- some work well on PCs, some work well on home entertainment systems,
different formats like DVD-R , DVD + R, etc …
That said, I have heard many HR
reps say they prefer DVDs. So my only recommendation is if you really want to
send a DVD, include a data disc CD as well and make everyone happy. Including an CD with a DVD is a relatively cheap investment.
Case:
There
should be a case to cover the discs (DVD cases are good). This case should also
be able to hold a printed resume inside it – separately attached resumes can
get lost. If you have some small printed images that fit inside the case (a
mini-printed portfolio) that can often tell a lot about an artist as well,
before they can even get to a computer.
Cover:
The cover
of the disc should have all of your contact information. The front and back
cover should also have some simple clean images of your best work- a few really
impressive images will get your work fast-tracked through the hiring system
while a cover with just your name (or nothing) get sorted a low priority. I can’t stress enough how important this
cover can be- it is really your first and sometimes only impression.
While many
of us are fans of super simple minimal design (like just small text) on a
cover, good looking relevant imagery really does sell your work, and gets it a
priority.
CD/ DVD Label
Again this
should have all of your contact information. It sounds silly, but many people
put a disc with no label in their case, and often cases and discs get
separated. You don’t need a proper stickler label, but at least hand writing
saying your name + info. Again a good image behind the label is also helpful
incase the disc and case get separated- people will see the disc and associate
it to the work.
Portfolio Presentation (web)
Unless you are
applying for a User Interface role, I would avoid using Flash in your web
portfolios. This is why I would avoid
flash:
The company
you apply to will have many people looking at your site, and we all hate waiting
for a long webpage load, when we could just have simple copies local for
sharing. If it is too much effort to go through your portfolio, your work may
not get viewed.
Keep pages
simple without a lot of extra graphics and things that long times to load,
simple thumbnail galleries often work best.
If you are
applying for a User Interface Position, then Flash is actually encouraged as it
will give people the best showing of your skills of interface design and
graphics and presentation.
Solidly Demonstrate a single art
discipline: Most large to medium sized companies really
only want to hire you for one skill- Animation, Character, Environment, UI
Artist, Cinematic, FX, or Concept.
For
example, companies don’t need to see spinning cameras, around a poorly rigged
badly animating ugly monster, in a smeary world with silly FX. We would rather
just see good examples of one art discipline, because
that is the work you will be doing for a company when you get there.
Schools are
notorious at encouraging their students to have a well rounded portfolio, but
companies only hire people for one position- check the Gamasutra
job ads and see how many of them are for well-rounded artists
vs specific artist roles. The only ones who are
looking for well-rounded artists are either extremely small (some mobile games
industry prefer this) or don’t know what they are doing.
The reality
is there are very few (great) jack-of-all-trades in videogame art- most people
can be great at one and a half discipline at best. While school is a great time
to flex your art muscles and try a lot of different things out, when you are at
the stage of presenting your portfolio, make sure you can at least demonstrate
one discipline very well.
Always make
it clear on your cover letter or resume what type of role you are interested
in. HR recruiters often can’t tell by your work, and they will get your
portfolio before artist leads.
Always compare yourself to the best: When your work is at a company,
people in the company are very aware of the high global standards of Game and
Cg art, and will compare your art to it.
Whether you
are senior or junior artists, your work has to complete with the best out there.
Your goal should be to do work that is held to the highest caliber- if you
aren’t getting as good as results as top artists, figure out why and make your
work amazing. Your artistic eye is immediately questioned when sub-par work is
turned in, even if you have experience.
Always
check what the new bar in quality is at sites like these:
Another
thing to do is look at current games- if a game is getting great review scores
in art, ask yourself if you could have made art for that game- does your work
hold up to that bar? Play the games and try to figure out what they did, and
emulate it.
3-D Software Advice
This gets
asked enough- neither Max nor Maya is popular enough to warrant learning one
over the other. While obviously it would be great if applicants were well
versed in both, it is more important to have great artwork than knowing a
package (unless you want to be a technical artist). If you show great work then
a studio knows they can trust your eye, if you show that you know every
software but bad work, then they aren’t sure what you
are capable of. A side note to this is it is a big plus for animators to be
familiar with the MotionBuilder software.
Ideal formats of content (assuming
CD data disc or Web-based portfolio)
Images are a preferred way of showing the work in your
portfolio, unless you are showing something with animation (movement).
“Tabletop” spins of your 3-D models or camera flythroughs
of spaces is only nice as a supplement to high-res
imagery of your work.
Art Disciplines:
For some reason
I have not figured out, almost everyone wants to be an animator. Not sure if
this is odd nudging from schools (often Computer Graphics are still called
Animation Departments) or just some deep rooted desire to express human-like
locomotion.
It is important
for animators to be able to demonstrate they understand weight, physics,
gravity, timing, impact, and nailing the performance, as well interesting but realistic move sets. Basic walk, run, and idle
cycles are a must for showing off skills. A scene of two characters interacting
is also extremely helpful.
My company,
as with most large videogame companies, is more interested in realistic human
motion as opposed to a highly exaggerated cartoony ‘squash and stretch’ style.
Consumers mostly purchase those kinds of games, so that is what we make and
need our artists skilled in. Just as a note, there aren’t nearly enough jobs
for all the cartoony reels in the world- it is probably the most common
portfolio we get.
Many
profession game companies use motion capture as a main step for creating their
animations, and then animators clean up the files (usually in MotionBuilder,
the best software for editing motion capture). Animation skill is still
extremely important in working with motion capture data. Any experience you can
get working with motion capture data and MotionBuilder would be a huge plus to
your resume.
Any
“technical” knowledge is also preferred- understating character tessellation
for deformation, character rigging, etc. The ability to grasp how animations
would be used in the game (how they blend into each other) are
all great skills to demonstrate if you feel comfortable in those areas.
A great
reference for animators is the 10 Second Club. They have forums where people critique
animation, and they even have rigged models to animate to. This is invaluable
because great animation can look bad on poorly rigged and constructed
characters. For most game jobs, it is recommend to animate
on the more realistically proportioned reference models they have.
Animator Recommended Content format:
Animations
have to be presented in video files. Ideally this information would be on a
CD-ROM or website.
Content Recommendations:
·
Animation
cycles: walk, run, idle (waiting) etc.
·
Single
playing animations- Falling down and picking self up, jumping, opening a door.
·
Two
person interactions (a tackler, a hug, a robust dialog, etc)
·
Facial animation information coming
soon- highly recommend Jason
Osipa’s “Stop Staring” book.
Different
companies have different needs of character artists, but here are some things
we look at. Artists must be able to demonstrate full-body realistic
proportioned textured characters in as close to photo-realistic style as
possible. That means:
-
Must
show off modeling skills of how you build polygons.
-
Must
show off material, texturing and UV ability- for face, clothes, accessories,
skin.
We have
stacks of portfolios that show off great modeling but no texturing. While at
some companies this is a separate role, most places will have you doing both and
it is important to demonstrate all of those skills. We won’t hire a character
artist without being able to demonstrate texture abilities.
Creature,
fantasy, and Sci-Fi work is all very cool, but make
sure they are supplemented by real-world examples. Even if you work on a game
in a non-real world, the established artists at companies will get placed on
the most interesting characters, and entry level roles might have to do the
secondary characters like NPCs and generic soldiers
that will require these skills.
Cartoon-style
work is okay to see, but not necessary for companies doing realistic work,
which again is majority of large budget titles in
Being able
to demonstrate proficiency in Zbrush work is a huge
plus, as well as ability to demonstrate normal map creation from high-res geometry and how it applies to low-res geometry.
Weighting /
Rigging- Demonstrating rigging is an inconsistent requirement between studios,
and even teams within a studio. A common approach is that most studios are so
particular about weighting that they will teach you their style, or they have
technical artists to do the weighting for you. Some studios will require seeing
weighting samples, especially for senior artists. Keep in mind volunteering bad weighting on
your portfolio (when it isn’t needed) will do more harm than good.
Character Recommended Content
format:
Characters
should just be jpg image files, ideally this information would be on a CD-ROM or
website.
No video
files needed, unless demonstrating weighting on a range of motion.
Content Recommendations:
One
recommendation I have heard that character artists should have in their
portfolio is a re-created celebrity in modern day clothes (like Brad Pitt in
Fight Club), and get them down from head to toe (face likeness, clothing, etc.)
That one model can really show a whole gamut of skills.
Character Samples (click thumbnail
to larger image at IGN):
Environment Artist:
Artists
should be able to demonstrate elements of 3D game environments. The cornerstone
of environment skills are modeling, materials and UVs,
and lighting.
An ideal portfolio
will show a variety of things- highly detailed props, interior and exterior
architecture, terrain and foliage, destruction states of objects, etc. Having a
good composition and spatial understanding is crucial.
It is
recommended that you are able to demonstrate a wide variety of environments-
sci-fi hallways are great, but make sure you supplement it with other
environments as well- real-world urban, natural settings, etc. If the work is
too fantasy and abstract it might be difficult for employers to tell how you
skills apply to their game.
It is
highly recommended for entry-level artists is to show any game engine mod work
they have done- creating a environment in Unreal or Half-life with all custom
textures and models can really show how you would work in a game engine.
In regards
to materials, you should be able to demonstrate a diffuse, specular, and bump
to your materials. You should also be able to demonstrate baked-in effects
ambient occlusion, global illumination, and other fx that most real-time engines aren’t capable of
performing.
If you have
done any complex shader work you might want to include an explanation of what
you have done in addition to the visuals.
Being able
to demonstrate proficiency in Zbrush work a huge
plus, as well as ability to demonstrate normal map creation from high-res geometry and how it applies to low-res geometry.
Often at
companies some environment artists will create ambient environment FX, like
steam, flaming torches, smoke, etc. If you have an aptitude for this and can do
competitive work, then it is encouraged you include this. See the FX section
for more info on this.
Environment Recommended Content
format:
Environment
samples should just be jpg image files, ideally this information would be on a
CD-ROM or website.
No video
files needed, unless it is supplemental material (like a flythrough of an area
shown in a still, or a movie or .gif to demonstrate how a material reacts to
different camera or light positions, etc )
Content Recommendations:
Environment Samples (click thumbnail
to larger image at IGN):
Prop Samples (click thumbnail to
larger image at IGN):
Some brief
tips:
Concept art
really is used different at many places. Rather than cover the multitude of the
importance of concept art and where it can fit in a production pipeline, here
is what rather large development studios looks for in concept artists.
While all
concept artists should be well rounded, large studios will look for concept
artists with specialties. We tend to think of concept artists as either
character concept artists or environment concepts artists.
Character concept artists work on visualizing
characters. There are often different
stages to working on characters. These are different types of character
drawings:
Environment concept artists work on visualizing
environments. They have to be able to convey:
These
artists the bar which environment concept artists should shoot for:
Again,
concept artists should be well rounded to handle both genres, as often in
development the need for one or the other is lopsided and being well rounded
means you can contribute to either, even if it isn’t your specialty. Small
studios may only have one concept artist and require that person to do all
concept work.
Storyboarding
ability is also a huge plus, as game teams often use concept artists for this.
A solid understating of cinema is needed for storyboarding.
Concept Recommended Content format:
Concept
samples should just be jpg image files, ideally this information would be on a
CD-ROM or website.
Content Recommendations:
High-res jpg images of technical work, full color illustrations,
etc.
Character Concept Samples (click
thumbnail to larger image at IGN):
Environment Concept Samples (click
thumbnail to larger image at IGN):
Some
brief tips:
For entry
level artists, it is HIGHLY recommended you work in real-time engine (like
Unreal or Half-life) to demonstrate your FX ability. Particle systems in Max or
Maya, or 2-D effects like Aftereffects are just very different than game system
effects. Working within the limitations of a game engine is the best way to
convey your skills.
FX Recommended Content format:
FX samples
should just be both movies and jpg image files,
ideally this information would be on a CD-ROM or website.
Images are
helpful to see what the work is like without clicking on a movie, and again is
easier to share- an image can be easily emailed, etc. But seeing effects in motion is a must.
Content Recommendations:
You should
demonstrate movies of common fx that happen in games:
FX Samples (click thumbnail to
larger image at IGN):
Character TD / Rigger:
Coming soon
Cinematics /
Camera Artist:
Coming soon
Lighting TD:
Coming soon
Technical Artist:
Coming soon
User Interface Artist:
Coming soon