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08-27-2010, 04:35 PM
http://greyscalegorilla.com/blog/201...ide-of-design/
http://www.motionworks.com.au/category/bod/ a couple of links I find benificial. geared towards motion graphics, but the business of design, is business of design, whether its concept art or broadcast design Refine your talent and tools first, when you have a portfolio(finished) then I would pursue freelance. note: I have never done any freelance besides some logos for friends, still trying to break through myself ![]()
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11-24-2010, 07:52 AM
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The images on the banner here are perhaps a visual representative of the kind of standard you should probably start aiming for in the mean time try and get some commission/freelance experience with some indie rpg games and similar which will help you to get the feel of working for clients rather than yourself. |
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11-24-2010, 04:14 PM
A few years ago I went to MIGS and I talked the HR ppl who were at the Lucas Art booth. They were very nice and told me what they were looking for. At the time they were only recruiting for 3d positions(of which there are way more than concept artists.) Basically, they didn't ask more or less than other companies like Ubi or EA. THe competiton might be stiffer depending on if you are applying in a very popular studio, but other than that it's the same process to get there.
My advice is to look at the smaller studios in your area that might not get 20489568 resumes everyday and work your way up from there. Or maybe not, maybe you will love it and want to stay there.
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11-24-2010, 11:47 PM
Of course, if Rapoza is already doing that job then there isn't as much need for ANOTHER concept artist who only draws monsters. And think of it, even if you get good doing it you'll be known as "the next Dave Rapoza." I don't know about you but I'd rather be known as the one and only.
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check out my work: art blog and my sketchbook!: sketchbook some of my concept art from the newly released mmo, Lego Universe: link NEW!!! some stuff I've done to keep myself sane while unemployed: link |
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11-25-2010, 04:30 AM
Dona has a point, doing just one thing makes it that much harder to wiggle your way into an art position. I say wiggle because there's bound to be elbows and fists flying, kinda like the rush at the entrance of a department store on Black Friday. Try not to be the one that's trampled and sent to the ER.
Back in February I attended the Game Connection convention in San Francisco, California. I attended to market myself more, and even though I'm more of a writer the lessons remains the same. Every one wants variety, studios want some one who's versatile to save on money, time, payroll taxes, and soda. God only knows a soda shortage in a studio would be catastrophic, and there is no healing potion for Nerf dart wounds. All joking aside though, take Dona's advice and expand your portfolio with different subjects and studies. As for freelance, never done it so I can't say much about it. But what I can say is this, draw off fellow artists and inspirations if you ever get stuck. And Qitsune has the right idea. Aim for a smaller studio, they can be either a stepping stone to get to a larger studio like Lucas Arts or maybe you can call one home. One thing I can say about smaller studios is that if you do get in while its young and fresh, you have a much better chance of gaining lead of the department. It all depends on your goals. To end my rambling, I'll sum it up. Variety makes a flavorful portfolio that can have the decision makers salivating for more. |
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11-29-2010, 06:30 PM
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I'm not saying to reinvent the wheel, but rather that an artist needs to be well rounded, and that only learning by emulating one artist will make you look like a copycat of that one artist. Studying a multitude, on the other hand, will give you a chance to find what you like from many and have a wide and varied skillset. Nobody ever gets that far copying JUST ONE artist. In the end, your art will always look like a copy, and that copy will be of the way they were drawing years ago. They have already progressed beyond the point that you are trying to emulate, and even if they hadn't, there is always something that is lost in the process of emulation, the result of things that they know and you don't. However, if you learn from everything you can possibly get your hands on you create your own set of knowledge. Those holes in understanding that you got from emulating one artist get filled by what you learn from another. In the end, there is a chance you will get pigeonholed anyways. You did one job, other people liked it, so you get other jobs doing something similar. If that makes you the monster guy then so be it, but if you learned by looking everywhere you will still be unique compared to that-guy-who does-work-that-looks-like-that-famous-guy's.
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