Olivia Gregory

  • 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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