Thursday, 28 March 2013
Good site for common portfolio mistake
http://astheria.com/design/my-last-portfolio-sucked-yours-might-too
Notes from Games Industry Mentor Ep07 Podcast
Portfolio's are hard to build in terms of what to put in in my opinion, it's a challenge knowing what to include;
Be it, pieces of work that are popular at the time.
Classical
as strong as weakest piece.
layout and navigation ... very easy
content easy to access
only best work
variety different type
job specific examples
don't have old school work
don't have work that your mates don't think is good ... piece 6 is no good ... remove or present in different way
It's all about initial impression.
tailor the work towards the job your after
Make best first
don't have sub categories
Smaller Studio, easier to move up if your good ... need to be a multi tool
Can find yourself in a small studio - you can develop yourself.
Middle Studio, you're less likely to move up ... specific skill is fine. You'll see best of the best.
Very little text. << Better
Obvious thumbnails**
Very easy navigation**
Make sure you don't need to download**
Web design skill is not at all neccesary **
Streamline the portfolio as best as you can **
Have a business card. for conferences.
How tailored should your portfolio be.
Know your top 5 studios ... Make stuff that's similar ... gives a variety of styles.
Work on stuff your passionate about.
Hyper-reaslitic style is the most marketable style at the minute.
Sleep on your level designs, have a friend or tutor look at it and make sure they're not gonna be trying to make you feel good. Ask for strong crit.
Get feedback from people you trust throughout the process.. too much feedback can be bad. \Filter the good feedback.
check in once a week after applying for a job. Send and E-Mail ... don't call. Tell them when you're gonna call if you do call or when you're gonna re-email ... ask when you should follow up or tell them when you're gonna follow up. Always ask a question if they're on the phone.
The interview will be mainly about what kind of person you are. too see if you'll fit in they've already seen how good you are through your portfolio. Still be prepared to answer technical questions and know your field. Keep in mind how you work under-pressure, because you will be ... so try not to be an A-Hole.
Be it, pieces of work that are popular at the time.
Classical
as strong as weakest piece.
layout and navigation ... very easy
content easy to access
only best work
variety different type
job specific examples
don't have old school work
don't have work that your mates don't think is good ... piece 6 is no good ... remove or present in different way
It's all about initial impression.
tailor the work towards the job your after
Make best first
don't have sub categories
Smaller Studio, easier to move up if your good ... need to be a multi tool
Can find yourself in a small studio - you can develop yourself.
Middle Studio, you're less likely to move up ... specific skill is fine. You'll see best of the best.
Very little text. << Better
Obvious thumbnails**
Very easy navigation**
Make sure you don't need to download**
Web design skill is not at all neccesary **
Streamline the portfolio as best as you can **
Have a business card. for conferences.
How tailored should your portfolio be.
Know your top 5 studios ... Make stuff that's similar ... gives a variety of styles.
Work on stuff your passionate about.
Hyper-reaslitic style is the most marketable style at the minute.
Sleep on your level designs, have a friend or tutor look at it and make sure they're not gonna be trying to make you feel good. Ask for strong crit.
Get feedback from people you trust throughout the process.. too much feedback can be bad. \Filter the good feedback.
check in once a week after applying for a job. Send and E-Mail ... don't call. Tell them when you're gonna call if you do call or when you're gonna re-email ... ask when you should follow up or tell them when you're gonna follow up. Always ask a question if they're on the phone.
The interview will be mainly about what kind of person you are. too see if you'll fit in they've already seen how good you are through your portfolio. Still be prepared to answer technical questions and know your field. Keep in mind how you work under-pressure, because you will be ... so try not to be an A-Hole.
Level Design Portfolio Two
Through looking at more design portfolio's I noticed a few individuals including tutorials on their website. I think this is an excellent idea. It will show potential employers your workflow and how you complete the design process as well as giving back to the community and helping people that are below your skill level. It may also highlight small nuances in your process that could help existing and renowned designers and artists also.
A good example of this can be seen in here - http://www.isaacoster.com/?page_id=275 - This is a written tutorial, and a good one at that. However if I were to do a tutorial to include on my website for employers to view I'd probably video my process. This would not only show my workflow but it'd also demonstrate the speed in which I work which will allow them to judge if I'm suitable for what they require.
I understand that no-one will watch a 2/3 hour video on level design so it would have to be condensed into a smaller 5/10 minute video.
A good example of this can be seen in here - http://www.isaacoster.com/?page_id=275 - This is a written tutorial, and a good one at that. However if I were to do a tutorial to include on my website for employers to view I'd probably video my process. This would not only show my workflow but it'd also demonstrate the speed in which I work which will allow them to judge if I'm suitable for what they require.
I understand that no-one will watch a 2/3 hour video on level design so it would have to be condensed into a smaller 5/10 minute video.
Level Design Portfolio
I've been researching into what's required for a good level design porfolio that will get you a Job in the Industry. Through my research I began to notice that many of the good Level Design Portfolios feature levels from existing games. This is something I feel that I should start work on since it gives people a good reference point too judge my design. It will enable studio's to see how I've utilized existing mechanics and assets to create interesting levels and designs. This will be more akin to the type of work i'd be doing in a studio also which will be good experience for me.
A good example I've seen of this type of work has been done by Lukas Van Daele with his Mirrors Edge level design. http://www.youtube.com/watch?feature=player_embedded&v=-sb2SVm1KyE
A good example I've seen of this type of work has been done by Lukas Van Daele with his Mirrors Edge level design. http://www.youtube.com/watch?feature=player_embedded&v=-sb2SVm1KyE
Wednesday, 20 March 2013
Edmund McMillen -
Looking at Edmund McMillen because I recognize that he makes games about things that are very meaningful to him. He's really passionate about the stories and what the games represent personally to him. Although his games are very personal he does a good job of presenting them to wide audience. I like the emotion that he brings to his games.
Jenova Chen -
Love what he's doing in the industry. The boundary's he pushes within the industry are incredible. I love his more off the wall ideas within the industry, his games are almost poetic in the way they challenge real world circumstances and problems. However they're much more abstract than traditional games that challenge these problems or occurrences - Which i prefer as the interpretive side of games design really appeals to me.
^^ I'd be looking to eventually have a Job like Jenova Chen or Edmund Mcmillen owning a small studio making very high quality, circumstantially relevant games. Games that everyone can relate to in someway, but are open to interpretation.
Looking at Edmund McMillen because I recognize that he makes games about things that are very meaningful to him. He's really passionate about the stories and what the games represent personally to him. Although his games are very personal he does a good job of presenting them to wide audience. I like the emotion that he brings to his games.
Jenova Chen -
Love what he's doing in the industry. The boundary's he pushes within the industry are incredible. I love his more off the wall ideas within the industry, his games are almost poetic in the way they challenge real world circumstances and problems. However they're much more abstract than traditional games that challenge these problems or occurrences - Which i prefer as the interpretive side of games design really appeals to me.
^^ I'd be looking to eventually have a Job like Jenova Chen or Edmund Mcmillen owning a small studio making very high quality, circumstantially relevant games. Games that everyone can relate to in someway, but are open to interpretation.
Level & Game Design Research
I've found this to be one of the best video's i've watched in terms of understanding the industry. It's also great since Naughty Dog is a company that I aspire to work for. I have a lot of respect for the way they run the company and think it would be a great place to work.
http://www.gnomonschool.com/events/naughty_dog/naughty_dog.php
http://www.gnomonschool.com/events/naughty_dog/naughty_dog.php
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