Daz has some tips for games art students Hi all, I know it's been a while since I've done a #DazArtSchool (or any) post, but I responded to a tweet about “tips for students” and then I kept thinking of more tips, so I decided to write them all down here. I've talked about tips for getting an industry job previously (and I'm gonna repeat a couple of 'em, but feel free to click that link and check out that one too) but here's some stuff to specifically focus on while you're in higher education.
You have time to make mistakes When you're working professionally, you're gonna have very little room to screw up, and you're gonna have to work pretty efficiently. Because of this you're likely to rely on the same tried and true techniques that you know will produce good work fast.
This is not a bad thing, but while you're studying, you're gonna have time. Obviously you're gonna want to produce good work, but it doesn't have to be ALL good. Allow yourself time to make mistakes, do pieces specifically to try out new things, experiment while you have the chance. *It also helps to set aside some “time to make mistakes” even while you're professional (the Rey art pictured was a “test piece” I did to try out some brushes and techniques, and it turned out well and ended up one of my most well received pieces)
But remember, not everything has to end up as a pretty picture, so do some stuff purely as learning exercises. And not everything has to be shown, so don't worry about a piece going completely wrong. Also, consider the work you've got, and be honest with yourself, you know where your gaps are. If you're doing all characters and no environments, do some environments. If you're always “hiding” feet out of frame because you're not very good at feet. Do some studies, and draw some damn feet! Fill those gaps. A strong portfolio is your priority Ideally you'll need 10-20 good pieces, but it's best to aim to have at least twice as many as you'll need by the end of your course. That way you'll have some room to manoeuvre and pick the ones that really sell you, rather than having to put the only art you've got in to your portfolio. Also, the “serial killer test”. Avoid too many freaky subjects (naked women with skull heads, foetuses) Ask yourself, “If someone who didn’t know me saw this piece, would they think I’m a serial killer?” If the answer is even “Maybe”, drop it from your portfolio. You are your Brand This is especially relevant if you plan to go freelance, but handy all round; start in with the social media/networking. Now honestly the social media landscape changes so rapidly it's not the same as when I was coming up (eg. Twitter is not the wonderland it was a few years ago) so I'm not a hundred percent on “best platforms” any more. But you have these tools so use them. Social media can allow you access to industry professionals, you can chat and ask advice (just don't get too “grabby”) and expos and networking events can give you opportunities to meet in person, I'd recommend both, but building an “online presence” takes time, so start early, even if you start small. And obviously be professional, also this Penny Arcade “Strip Search” episode is definitely worth a watch. An online portfolio site is fairly easy to build, so build one, and make sure you have an easy to understand email address (ideally your name at whatever) A good test is to try to get your dad or aunt or someone to send an email to that address, but you have to tell them the email address over the phone (this really highlights if there are any “it's an upper-case G, then a number 3, a lower-case l not a number 1” minefields you need to remove by making a new email address) (Optional) Make a game Now as an artist, this is not an essential, but I'm often asked by aspiring indie devs about best processes for how to make a game, and my response is always “make a game” I'd say start with something small, and plan smart to minimise the number of assets; but actually making a game will teach you more than anyone telling you about it ever could. Make something you can finish, it doesn't have to be your “dream game” (in fact it shouldn't be as you'll make mistakes first time out) you can always do the dream game for your next one, once you have some experience of the process. If you're hoping to get a studio job, you'll learn about working with others (and it'll still make for a strong addition to your portfolio) and if you’re planning on going indie, it could end up as your first game and even if it doesn't, you'll learn where problem areas are to watch for when making your next one.