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Game Art Portfolio Guide: Build a Winning Framework

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BUILDING A PORTFOLIO
WITH A FRAMEWORK
By Anthony O’Donnell
INTRO
I’ve aspired to be an artist since I was 9 years old. I’ve worked towards this goal my entire life. Today I still put
in the effort daily to improve as an Artist, a Leader, an Art Director a team player and a colleague.
The main thing I’ve learned is that making games is much more than just raw skill. You need to be a problem solver,
creative thinker good communicator and team player. You need to have skills in certain roles and tasks to
contribute to a team wide effort to produce an experience to be enjoyed by the masses, it is never easy or simple.
https://www.instagram.com/nathdevlin2522
https://antodonnell.com/
https://www.artstation.com/antodonnell
Since 2007 I have worked in a number of art roles across a variety of projects. I’ve worked on racing games, third person games,
platform games, FPS games and VR games/ experiences. Each has taught me something new and challenged me.
Junior Artist
Artist Senior Artist
-
Lead Artist
Associate Art Director Art Director
8 Released games
2 Unreleased games
5 Games contributed to via Co-development
I look forward to seeing what other titles make it to this list in the future.
I’ve enjoyed every minute of being a commercial artist in game development.
A PORTFOLIO FRAMEWORK
A lot of recent discussion around efforts relating to breaking into Game Art has again brought
back an issue that keeps coming up, that is the creation of a portfolio to attain a job.
This brings up a set of very common questions often asked.
What do you need in a portfolio?
What do employers need to see?
What should you focus on?
This resource is not definitive but does try to answer these questions and share some information
in how to use a framework to build a portfolio that shows you’re capable and ready to work.
A big shout out to the team at d3t and Coconut Lizard and the awesome artists who have contributed their
art to be included as visuals in this PDF (credits at the end). Thanks to Louise Andrew – Head of Art and all the
other folks who have provided feedback on this resource. I do hope those that read it find value in it.
ADVICE
No singular person has all the answers. Everyone’s journey is different. Everything I’m sharing in this resource
is based upon my own journey and learnings but that also includes what I’ve learned off of all the amazing
creatives, artists and good people I’ve met in my life so far. Without them sharing all their knowledge and
experiences I would not know half of what I know now.
Always seek out advice from many sources, you will find that good advice is repeated.
Follow what works best for you and your individual circumstances.
Find a work / life balance that suits you. Do not think this means you don’t
need to put in the effort, you do. I’ve more on that here in a blog post.
https://www.artstation.com/blogs/antodonnell/0Ena/thoughts-on-game-development-and-the-games-industry
Nina Klos has a good complimentary blog post at the link below on planning and managing your time.
https://www.artstation.com/blogs/ninaklos/7WMr/a-guide-to-planning-a-project-how-to-stay-on-top-of-it
WHY DO YOU NEED A PORTFOLIO?
To get a job – this is usually the main reason. To be employable you need to show the capability to do the job.
To showcase your work – This is more for hobbyists but is also a great way to share your work with the world.
WHAT AN EMPLOYER WANTS TO SEE …
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Capability to do the work.
-
Potential of the artist you can become.
-
An awareness of current industry workflows and process.
HOW AN EMPLOYER REVIEWS YOUR PORTFOLIO …
-
Quickly – Most folio reviews end up being 5 minutes to 30 mins. This is usually down to the number to
review across many open roles at any one time.
-
If there are no portfolio links chances are it’ll not be considered.
-
Work needs to be readily viewable, reviewers won’t spend lots of time searching for the work.
An employer opens your portfolio WANTING to give you a job!
It’s up to you and your portfolio to convince them otherwise
COMMON PORTFOLIO ADVICE
-
Quality over quantity
-
Show breakdowns
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Show your best work only
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Focus on your strengths
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Ideally only show finished work
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Keep it simple, clear and concise
-
Spend an appropriate amount of time on the
presentation
Always provide a portfolio link when you apply…
(no really, please!)
PICK A DISCIPLINE
There are many art disciplines in game art.
All require a mix of specific technical or art knowledge.
-
Prop Artist
Environment Artist
Hard Surface Artist
Organic Artist
Character Artist
Animator
Technical Animator
Technical Artist
VFX Artist
-
Character Designer
Environment Designer
World Builder / Level Artist
Cinematic Artist
Look Dev Artist
UI/UX Artist
Concept Artist
Lighting Artist
Cinematic Artist
You cannot be a master of all of these simultaneously.
Pick one or two and focus, you can always work on others later.
HOW THE FRAMEWORK CAME ABOUT
Over the last 16 years ….
I’ve reviewed hundreds of portfolios to identify candidates
I was an Assessor and Judge – Search for a Star
I’m a Mentor at Limitbreak (2023)
I’ve given many informal folio reviews
As part of my job I very likely have reviewed 4000+ art
assets, never mind the ones outside of work.
Over time doing all of this I noticed myself starting to
structure how I reviewed and considered a portfolio.
The following page shows how I began to categorise the different elements of a portfolio
to fairly review candidates. This also became my process as to how I review art assets.
I first check the objective elements of the work.
Then move to the subjective elements.
Finally I consider the work as a piece of content that’s part of a whole, in the
context of this document and the industry that would be a Video Game.
Each category then has lists of elements which should be considered for each one.
OBJECTIVE
SUBJECTIVE
CONTENT
Process / Technical
Knowledge
Applied Artistic
Knowledge
Range of work
Styles and genre
Breakdowns
Art Fundamentals
Game Genre
Process / Workflow
Considered / Contextual
Detailing
Art Style
Software Knowledge
Core Art Skills
Engine Knowledge
Presentation
Visual Design
Role specific Work
The following pages show examples of an objective then subjective review
OBJECTIVE REVIEW
SUBJECTIVE REVIEW
What I realised is that I can reverse engineer the process!
To define WHAT to include based upon what I wanted to see.
Examples!
PROCESS / BREAKDOWNS
OBJECTIVE ELEMENTS
UV’s
Wireframes
Texture Breakdown
WORKFLOW / BREAKDOWNS
OBJECTIVE ELEMENTS
High Poly
Game Res Mesh
High to Low Bakes
Game Res Mesh with Baked Maps
WORKFLOW / BREAKDOWNS
OBJECTIVE ELEMENTS
Use of tileables and trim sheets
WORKFLOW / BREAKDOWNS
OBJECTIVE ELEMENTS
Modular Kits
WORKFLOW / BREAKDOWNS
Rough Sketches / Exploration
Concept Art
WORKFLOW / BREAKDOWNS
Polished Concept
Concept Art
WORKFLOW / BREAKDOWNS
Character Art
SOFTWARE KNOWLEDGE
Level of knowledge of a software and Game Engines
Evident via the end result and breakdowns.
We’re entering subjective territory …
SUBJECTIVE ELEMENTS
Taking some screens from Resident Evil the Village and Ghost of Tsushima. These games are visually distinct, largely due to artistic choices. They
both utilise similar methods and tools to achieve their goal. One evokes a calm and beautiful world where the other is very atmospheric and tense
Shape language and use of colour and lighting all contribute. Even down to the texturing approach.
These are all tools and art fundamentals that you can apply to your work to convey a mood or target a genre.
Consider the context of the asset. The world it exists in, how these
things affect the final look and what that conveys to the viewer.
These elements of the art are mostly subjective and down to the
artist producing them. When it comes to your portfolio you are the
one in control here and deciding what direction to take.
This judgement is what will be assessed. Your eye for detail and
consistency across a body of work.
ARTISTIC EYE
Lighting and presentation
Lighting and presentation should receive a lot of attention to finalise your work
and show it in its best light. You didn’t’ spend many hours sometimes a hundred
or more on some art to then show it off badly. Put in the time to get this right!
ARTIST EYE
Beauty Shots
CONTENT
Content can be a very important aspect of your portfolio
It can show what work you’re passionate about
It can be used by a Studio to see if you’d be a project fit
Most importantly it can show what kind of ARTIST you are!
Art styles in games vary WILDLY! (This is evident on the next page)
Depending on which company you’re applying for they may have some clear ideas in what they’re looking for
from an artist to be a project fit. You can opt to tailor your portfolio for a Studio or instead decide to show off
your skills and knowledge with work you like doing and hope it appeals to a Studio.
CONTENT
CONTENT
Art Style
When you are targeting a style ensure you understand what it is you’re trying to achieve.
Targeting your work!
This means making optimal art that can be used in-game. The below limitations will always apply.
Hardware Limitations
FPS Limits
Screen Resolution
These targets define what fidelity you work to and how you make the art.
Mesh Density and Triangle Count matters
Texel Density and Texture Sizes used matters
Shader complexity matters
Screen Resolution and Render Buffer complexity matters
Where possible in your portfolio show an awareness of this in your work and breakdowns. Seek out
online resources and GDC talks that often cover items around these topics.
CONTENT
Role Specific Content
Role specific content is required depending on the role you’re applying for. This needs to exist in a portfolio to
show your suitability for that role. No point applying for a Tech Art job with nice concept art. Know your role!
Technical Art will be more focused on tooling and the how of pipelines and processes
CONTENT
Role Specific Content
Concept Art is all about problem solving and visual design, show the process
WHAT AN EMPLOYER WANTS TO SEE …
-
Capability to do the work
(Objective)
-
Potential of the artist you can become
-
An awareness of current industry workflows and process
(Subjective)
(Content)
AN EMPLOYER ALSO WANTS TO SEE SOFT SKILLS
-
Team player and collaborator
-
Good communication skills
-
How you give and receive feedback
-
To see what kind of person you are
-
If you are a proactive problem solver who also seeks support
These soft skills matter as much as the portfolio
Likes don’t get you a job, the WORK does!
OBJECTIVE
How is it made?
SUBJECTIVE
How does it look?
CONTENT
What is it?
SUMMARY
• Do Include breakdowns – These show HOW you produce art (objective)
• Do give insight into your workflow knowledge (objective)
• Do try and add some depth and meaning to your work via artistic choices (subjective)
• Do include role specific content (content)
• Do include work of the style and type you’d like to get a role producing. (content)
• Don’t forget a portfolio link
FINAL TIPS
REMEMBER
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Keep an open mind
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Never stop learning
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Put in the work
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Ask questions
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Don’t give up!
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You’re not just a software user
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You’re not Ai
You’re an ARTIST !!!
Artwork Featured
Dan Hutchinson
Hollie Shepphard
Ben Sparrow
Bruno Pashaj
Simeon Donchev
Woody Stables
Katie Hulmes
Caleb O’Brien
Rachael Jones
Anthony O’Donnell
Best of luck in your journey!
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