AI applications are only beginning to materialize. It's so exciting what neural networks will do to art workflows in the coming years.
W T F!!! Why, really don't understand, EA = just a fucking looser company!
Amazing... Congratulations for the new way to show information.. I hope they could use this to teaching.
Xavier Coelho-Kostolny has recently launched a quick thread on Twiiter about applying for gamedev art jobs. This guide will help you figure our some essential steps.
Here are the tricks:
1. Make sure you know what job you’re applying for. For a 3D character art position, we’ve gotten tons of applications from concept artists, animators, illustrators, and even environment artists. Have the right type of art in your portfolio.
2. Read the reqs for the job posting, and make sure your cover letter is tailored to the company and position. We look at your portfolio 1st, 2nd, and 3rd, but we also look at cover letters. Make sure you don’t have misspellings or the WRONG COMPANY NAME in the application.
3. Make sure this is a job you’re interested in. We can tell by looking at your portfolio what kind of work you want to do. If it looks like your portfolio is tailored to something we’re not doing, we’re less likely to take a second look, even if the work is very good.
4. Display diverse content. This doesn’t mean have a wide variety of styles, but more that you should show modeling/texturing/rendering for 3D, and applicable similar skills for concept and illustration. Game artists wear many hats, including modeler, material guy, etc.
5. Make your work easy to find, and try to be at a skill level similar to people working at the place you’re applying for. If you’re showing sketches on lined notebook paper and you’re applying for a concept art job at Riot, your chances are pretty slim.
7. Use Artstation to display your work. Your web design skills are garbage. Don’t argue with this. Just use Artstation so you’re easy to find and you automatically have a good layout.
You can find the original thread here.