Looking for some general feedback on my resume and portfolio


#1

I was hoping to get some general feedback on my portfolio and resume. I won’t bore you with too many details about me here as it should all be on my website but here’s a bit…

I completed my Computer Games Technology degree in May and loved it. I have also been lecturing for the last year to the level 3 game development students. Not something I had always intended but I did enjoy it and am grateful for the experience. For the last couple of years I have been working freelance when I get a chance. Projects have included 3D animations, 3D architectural/Design renders and a large interactive product library project created in Unity.

I am looking to continue my career at a game development studio. I am best with 3D modelling, texturing and animation so I feel a role as a 3D artist is most suited to me and is something I really enjoy. However I have spent a lot of time coding in Unity for the last year or two and at times feel I enjoy that more than the artwork! I know I should be focusing towards one role and shouldn’t be too general so I am kind of expecting some comments on that :slight_smile:

I was thinking that as there are quite a few smaller companies around here (South West, UK) then there may be some roles that would allow me to get stuck in with different aspects of development. But I can see why advertising myself like that would put bigger companies off when they are looking for specialists for each role.

Anyway, I would really appreciate any comments or feedback.

http://www.jamesbispham.co.uk

Thanks!


#2

Please post your images directly here, instead of asking people to go to your site.


#3

It would seem to me, in my opinion, you’re more aligned with a generalist approach, where a games oriented career might begin, so I’d suggest target those companies you had spoken of, and see what happens.

As for your portfolio, to be honest there’s not nearly enough applicable content, game art creation or logic driven at the level expected, in order to be competitive, if intent on venturing farther afield in regard to securing a role with a top tier games studio. (Triple-A)

So that said, I’ll strongly recommend as guidance, viewing online work via artists with relevant experience over an extended period of time, for example:

Evan Herbert (Weapons Modeller) - http://www.racer445.com/

Tor Frick (3D Artist) - http://www.torfrick.com/

EDIT:
If you’re not aware. Tor is a bit famous by optimising shader, texture and UV performance with multiple objects, generated with just two 256x512 textures, (one diffuse, a normal map & masks) in the process creating a hi-res SciFi Lab environment, implementing UDK:

You can read about it here.


#4

Hi Ian, thanks for the feedback. I agree, I haven’t shown much game related content at all. I kind of just went with jobs I have had rather than personal work (Haven’t worked on any commercial games yet!)

I like the idea of creating demo’s so I can show off artwork as well as some gameplay programming, I think that stems from me wanting to do a bit of everything though. I understand this is not what a AAA studio will be looking for. I plan on adding to the portfolio as soon as possible. Then maybe split it into game related art and the architectural visualisation work I have done.

If you were looking for a generalist, what would you be looking for in my portfolio? Just better quality assets in general?
Thanks again for the comments, the links to the portfolios are also real helpful.


#5

Sorry about that, my site includes some demo’s and videos, I kind of just wanted some general feedback on the overall impression of it as it will be where I send potential employers. Is there a better place on this forum to post it? No worries if not.

I have uploaded the images on my portfolio to my profile on here :slight_smile:


#6

If you were looking for a generalist, what would you be looking for in my portfolio? Just better quality assets in general?

Yes.

Oh don’t me get wrong, the stuff already included in your folio IMO is OK, however as I said not on the whole game related, well apart from the video demo’s, which I didn’t play through BTW, my thoughts were framed from a “first impression” POV only.

The starter post also indicates too me you are aware how to market and/or tailor yourself dependant on which sector is of interest ie: generalist - small to mid sized studio’s, specialist - large companies, so as long as the layout is clearly defined per skillset, in other words not confusing for potential employers when assessing your ability/s for a given role.

I’ll add when advertising, for instance as a Generalist, ensure those skills listed in the OP are nailed down tight in terms of competencies and exhibited accordingly.

Lastly an artist who can script, would leapfrog your CV to the head of most applicant queues, which is handy aside from behavioural ingame logic, really comes into its own when either shader or tool writing thereby rigging as well.

Anyways hope my comments were of some help, good luck.


#7

Your comments have been really helpful, thanks! The first impression POV is ideal, I’m very conscious of the fact that employers are not going to sit there for ages so I want to show what I can as soon as the site/resume is viewed.

I have moved a gameplay video to the portfolio page as it is most relevant and probably shows what people will look for. I have also heavily edited the resume to highlight the roles I have had and techniques used. I’m hoping there is not too much text there.

I think really, like you said, I need to get some varied, game-related assets in there so it is relevant enough!

Anyway thanks again for your help :keenly: appreciate it.


#8

Couple of specific crits about your work.

Somerset College - This is probably the best (rendered) work you have in your folio. The interior renders are a little dull but the lighting/rendering is ok and they would be perfectly fine for most commercial applications. The exterior shot is bad however, jarringly so. Not only is it very poorly lit, rendered and textured but it doesn’t match into the photograph at all. I would either drop this from the set of images, or (preferably) re-do this so it’s up to the standard of the internal images.

Kitchen Render - There’s a lot wrong with this. The lighting is overblown, there is a blueish/green tone which makes it look unappealing and a number of the items in the room need more work (the kettle, the tiles on the wall). If you’re going to show the photograph you’re matching, it’s a good idea to make sure you’ve either totally nailed it, or you’ve improved upon it (i.e. made the lighting and layout more appealing).

I realise that you want to get into games, so a lot of the above might seem unnecessary to fix, but these are the things that leapt out to me and I think it’s important to show a good understanding of aesthetics in your work.


#9

I have to say I agree, I was unsure when putting in the exterior shot and the reference image for the kitchen! Is funny that it is those two that you pulled up. I did read somewhere ‘if you are unsure, then don’t include it!’, guess I should have paid attention!

With the kitchen, it was my first realistic attempt and I wasn’t completely going for a replica, just kind of learning. I’ve always liked it though, should really jump in and fix it up.

Never really liked the exterior shot, so will take it off for now. We got that far and they were happy with it so it stayed as it was. I would like to spend some time creating more assets that are appropriate for games so will do that rather than improve the exterior and composite it myself (didn’t do the current one).

Thanks for the helpful comments :keenly:


#10

Dug out a couple of older models that I may include in the portfolio until I have created some newer, better artwork. I kind of want to put these in for the time being so I have more game related assets but not sure if these are good enough. Any thoughts?



#11

If it were me, I wouldn’t.

Really don’t see any sense dropping in old content, if you could do a lot better. Sure its going to take time and a sh*t load of work, bringing your portfolio up to scratch or higher, but the outcome for the effort invested, in the main pays off.

Only your very best, nothing less - just my thoughts…

EDIT:
So effectively, I’d suggest taking down your folder of work, until such time a suitable volume is not only aesthetically of the sort after end result, but also equally proficient technically.