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- https://oliviakgregory.wixsite.com/artwork
- Data Researcher at Games Job Live, Freelance Artist and Creative Programmes Coordinator at Chapel Arts Studios (CAS)
- listen to peers about there journey
- you might not get into the industry straight away
- made simply safe board game (food safety)
- masters during working
- consider mentorship
- curate your portfolio, don’t just throw everything at it
- into games sprint course
- ‘game artist’ is tow vague
- don’t try to find your ‘style’ but your ‘thing’ i.e. disability representation
- Loish on Instagram – artist, concept art is not rendered, a lot will be rejected
- go to life drawing classes
- doesn’t have to look real, but believable
- TURNAROUNDS
- poses/expressions is more important for animations than games
- texture callouts is more important for 3D art
- concept art needs to convey information
- show what they would look like on a finished composition
- don’t just do a ton of colour variations on the same design
- can be messy as long as it gives information
- look at other portfolios
- use references
ENVIRONMENT
- perspective
- process/iterations
- orthographic and isometrics
- full keys (only a couple, keep clean)
- layouts (clean linework of background)
- how characters interact with environment
- different seasons or times of day, dependant on what the project asks for
- props and UI
- tends to be a props and environment artist, hundred of iterations of the same thing
- show process in portfolio
- curate portfolio
- technical skills and fundamentals
- show what you want to do
- shop work in pipeline
- be clear in what you do and what you want to apply for
- working with other people is important
- photoshop is industry standard
- CV shouldn’t be over 1page long, but should list achievements, study, etc, snappy
- don’t try to learn skills you don’t enjoy unless necessary
- fanart isn’t bad but it can’t be plagiarism, bring something new to the table (AU?)
- more generalist in indie vs AAA is more specialised
- volunteer work can get your foot in the door
- NETWORKING – be present online and at events
- develop Brighton – volunteering = free ticket, excuse to talk to people
- reach out to people on LinkedIn, good to find out about jobs
- companies still want real artists
- side-jobs etc, freelance
- Final Major Projects – get on with teammates
- put work on your blogs
- scope down – minimum viable product plan time, front load it
- limit break – mentor
- job boards for indie work
- cycles in the industry
- FMP is an example of your work in a pipeline
- could get a mentor in May
- develop skill you want to showcase in FMP
- Schoolism
- pick up what works for you
- say yes to opportunities
- don’t treat other artists as competition
- creativity can be practised, idea first, not tacked on after
- experiment, talk, enjoy the process
- paratextuality
- use lots of references, make sure your ideas fit in your key words
- look at traditional artworks in games
- can add a personal section to a portfolio
- a portfolio is never finished
- make sure you are visible online and in person
- advocate for yourself and be confident
- freelance WSA session
- strict time-keeping, enjoy what you do
- don’t just do finished artwork for portfolio
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