Art Director Seth Spaulding talks about building a portfolio that will land you a job making game art.




The art department of a video game developer covers a bunch of different disciplines: Animation, modeling, concepting, visual effects, tech art, and user interface. When you apply for an art position in a studio like Firaxis, you're going to be applying for one of these specific jobs. If you’ve never worked for a game company before, your portfolio is the best way we have to determine if you have the artistic ability needed for a certain position. Here's an overview of what should be included in a strong portfolio tailored for the specific area in the art department to which you are applying:

Animators

The first thing I look for is a good understanding of character animation. Demonstrate that you know the twelve basic principles of animation. Show simple, well-executed animation projects rather than ambitious projects that are badly done. Check out the demo reels from animationmentor.com for some great examples of student work.

Modelers

Show both low- and high-poly count models, regardless of whether they’re organic or hard surfaces. Show your models textured with a wireframe overlay, as well as static beauty shots from multiple views. Include the texture and unwrap for your model. Taken together they all show a great deal about your skill as a modeler. Please don't send a giant movie file of your model revolving on a turntable – that isn’t going to tell us enough about your abilities and besides, those files can take forever to download.

Concept Artists

Process work is very important to show in a concept portfolio. A page of 18 thumbnail sketches with three bigger workups and one final drawing is a great example of showing process. Additionally, you need to demonstrate solid fundamentals in anatomy, color, and composition. If you have a Dwarf-with-a-giant-hammer, it should be the best Dwarf-with-a-giant-hammer we've ever seen.

User Interface

The best UI portfolio is one that shows a good understanding of the fundamentals of UI design. Show a rock-solid design for a complicated interface. Show that you can create clear icons – and not little illustrations passing as icons.

Get Schooled

It’s difficult for you to pick up the necessary skills and experience for a job in the games industry by teaching yourself. The best way to prepare for a job in the industry is through a four-year art degree program. There are more and more programs at colleges and universities focused on game art, but you don’t have to have a B.A. in Game Art in order to get a job. The purpose of your education should be to establish strong fundamentals and skills. Many great artists whom I’ve worked with over the years gained BFAs in Illustration or Painting and pursued game art as an independent focus. We've posted some information on colleges and universities offering solid game programs here.

Choose a school that has connections with game companies. Odds are that the school may employ game professionals as faculty members which has a twofold benefit. One, you get exposed to current gen art techniques and two; you have greater opportunities to land internships which will grow your resume and portfolio considerably.

While you’re learning your skills, work on games in your spare time. Team up with a programmer and create game assets while he or she writes the game code, or make assets for a mod of your favorite game. When you show you’ve worked with a team on building a game, even a student project, it helps.

Seth's Top Ten List: Epic Fails of Portfolio Submission

10. Applicant used "LOL!" and ":)" in their cover letter.

9. Applicant's picture is displayed larger and more prominently than any artwork on their site.

8. Applicant’s objective statement reads: To get a job as a modeler, concept artist, animator or anything else available!

7. Applicant sends tiny, heavily compressed AVI's of models on turntables. The files also have staggeringly long load times.

6. The bulk of the applicant's three page cover letter is devoted to describing their kewl ,(sic) ground-breaking game idea.

5. Applicant shows every single student project from art school…and a few from high school.

4. When I called, the applicant's recorded message almost explicitly states that there's a good chance that they're currently stoned and therefore unable to answer.

3. Applicant's portfolio consists of a crudely drawn neo-Nazi, biker comic series.

2. Applicant's portfolio includes a chrome object rendered on a checkerboard – extra points for a lens flare.

And the Number One Epic Portfolio Fail:

1. Two words: Erotic Furries.