To help influence my choices, I have looked into the following jobs, both on a local and international level. This will influence how I produce my material and wording for job searches, as a job for a 3D artist will vary largely compared to the material needed for a rigging or lighting role. I want to work on visuals for gaming and would prefer a role with realistic graphics so have looked at the following below;
Local
Expired Job but still good to look at for development
- Firm grasp of 3D modeling, unwrapping, rigging, and animation
- Candidate works fast from feedback and creates rapid prototypes
- Strong portfolio (both hard surface and 3D modeling)
- high compliance in a chosen modelling program
- Able to unwrap and use maximum texture space
- Experience with unity and photoshop
Notes on Job Role
If I was to apply for this job the only critiea I would suit is the modeling experience. I understand usign a rig but I have no set them up before. I am aiming to use Unity in the future for practice as a lot of studios use it. In terms of 2D I can use procreate on the ipad but would be less familiar with photoshop. Although its not my typical design style, I like the visuals of Brain and Nerds Incubator as it reminds me of sims style simulation. They also produced Hortalius, a sandbox survival with realism style imagery.
- Modelling assets that fit the game style (game not mentioned)
- Adheringto tehcnical specifcatiosn while creating environmental assets.
- Maintaining production pipeline and meeting deadlines
- Maya and Substance paitner experience
This job sounds ideal for me and I intent to apply for it. I am familar with the software it asks for. CD Projekt Red produces realism style games that I have played such as The Witcher 3, and that would suit the style of assets and environments I prefer working with. For this I will need to aim my portfolio at producing the most amount of high quality assets possible.
Games 3D Artist – Blazing Griffin
- Create high quality 3D content
Be a passionate force in developing the look and vibe of our 3D games
Develop and improve art pipelines
Optimise run-time performance of our games
Take part in implementing in-house and outsourced art assets
Communicate with all disciplines to resolve issues and improve game quality
I have famillarity with a lot of the requirements Blazing Griffin outlines, however they would like people with traditional art skills such as 2D and rigging experience as well, so anyone with that experience will have advantage over me, so I need to aim my portfolio at showing my assets in the best high-quality way to overcome this.