View Full Version : No reply, do i keep emailing?
Indecom
12-16-2008, 01:14 AM
Just this past week i've decided to take it upon myself to finally apply for an industry job, one that could lead me to the job that i really want at the company i really want to work for.
The job i'm applying for is Mobile Game Artist at Id Software, in hopes that it will lead me to mainstream 3d character artist in time.
This company is like, the reason i became a game artist, the reason i love doing what i do and i want to do it for them on any project they have in the pipeline because i know that i'm going to love it. I love their mobile games, though i think i'd be a more fitting artist as their current art is really lacking in the mobile department.
I really want this job, and i keep hearing that persistence is key, but do i have to worry about becoming irritating?
JO420
12-16-2008, 02:20 AM
Unfortunately unless they write back it probably means they are not interested or have tons of applicants. When a company is hiring it is normal for tens and possibly even hundreds of applicants to send in a demo reels,if its a big company like ID i suspect its quite alot of demo reels to sift through and normally they go through various hiring stages where the pick the best reels and begin to narrow down the list from that so unless you made an impression on them with your reel its possible and very likely you wont hear anything back. The hiring process takes alot of time and money so often companies do not have time to call you back to tell you your not interested. Not that it doesnt happen mind you but not very often you'll hear back if they are not interested.
But then again it doent mean you wont be called back because there might be alot other applicants they have to look at.
Also keep in mind during the holiday seasons those sort of hiring desicions could be pushed back until the new year.
Indecom
12-16-2008, 02:29 AM
I'd think that too if i were applying to work as a mainstream artist, but i'm looking into mobile gaming, things like cell phones, ds, and iphone. And i dont think they'd get anywhere near that many applications for their mobile sector.
I said how i loved the games, but found the artwork to be lacking compared even to Id's old school games, they just werent up to par and that i could bring them to where they want to be.
you did what now?
lets see if i've got this straight ... you applied directly via email to the BOSS of a company, and told them that their art was poor and that you are the saviour of this problem, telling THEM where THEY want to be?
seriously, what reaction were you expecting here?
"but ... but ... my god, he's right! What the hell were we thinking? We need to fix this soon as, quick, get him in, only he has the ability and insight to make this happen"
or
"excuse me? Get stuffed, you cheeky twat" (or whatever the american equivalent is)
or
"... yeah, yeah, whatever. Next."
i mean, a bit of common sense never hurt, did it.
seeing as you've already taken this direction, i really would suggest backing off and hoping your stuff slips quietly into the HR keepnet
JO420
12-16-2008, 02:49 AM
I'd think that too if i were applying to work as a mainstream artist, but i'm looking into mobile gaming, things like cell phones, ds, and iphone. And i dont think they'd get anywhere near that many applications for their mobile sector.
Well you cant be certain of that,mobile aspect of game development is growing and it seems like quite a few developers are getting into it as the market for mobile games grow. I had a few ex colleagues leave my company to form their own mobile games company and they are already getting quite a few clients.
But you could be right,it could be either the holiday slow down,so it could be that the company isnt hiring until after the start of the first business quarter or they just did not like your work enough to give you a call.
EDIT: Oh i missed that part that Danr just pointed out. That is not good to do.
monkeyboy_garth
12-16-2008, 02:51 AM
I said how i loved the games, but found the artwork to be lacking compared even to Id's old school games, they just werent up to par and that i could bring them to where they want to be.
You gots some stones, son!
I wouldn't hold my breath - they might take a few weeks or even months to get back to you (if they want you to come in for an interview/art test that is). If not, you probably won't hear from them at all. I'd send them an email once every few weeks, or whenever you update your folio with some new work - shows them you're keen.
monkeyboy_garth
12-16-2008, 03:10 AM
Maybe you've had no reply because "Bandwidth Limit Exceeded"
???
butt_sahib
12-16-2008, 03:21 AM
What?! :/
Echo-ing dan...you emailed ID software.The biggest daddy of the biggest daddy there is, and you told them that their art wasnt upto par? YOU CRAZY?!
Serioulsy,though. To be VERY honest, if i got that mail,i'd think that the mail was sent by a teenager(the ones who post up game/mod requests and dont even know how to make one) who didnt know what he is talking about. You dont have ALOT of art in your folio (theres the bobo skin,the low poly knight and that wraith guy) that would show that youre experienced but rather shows you just started and youre expecting that ID is going to pick you up? ID is no joke.They're the pioneers of alot of shit that you see being done these days.To be honest, i dont think that NO artist should be so full of himself that he thinks that HE HIMSELF has what it takes to "take a company up".
bad move :/
Good luck though! :D
EDIT:
haha or that ;)
pliang
12-16-2008, 03:45 AM
You could always wait for them industry convention and try and meet up with them and explain yourself.
The thing is, NEVER badmouth people's stuff, especially the ones in charge, in their own position they can get extra touch about that sort of thing. Hope the part you mentioned helps to defend your statement.
kwakkie
12-16-2008, 03:46 AM
I said how i loved the games, but found the artwork to be lacking compared even to Id's old school games, they just werent up to par and that i could bring them to where they want to be. I then showcased a work i did tailored to Id's mobile department, a 3d ds spec re-imagining of one of their mobile enemies, this image here:
http://i132.photobucket.com/albums/q27/indecom/Wraithbeauty-2.png
As said before, this is a pretty bold (and quite stupid imo) move. It only shows how inexperienced you are with the technical specifications of low-end game art creation.
- Your entire texture is twice as big as the actual screensize of the device you made it for
- Half of your texture could ahve been mirrored, making it possible to make it a 128x128 instead
- 256x256 are insanely large texture size for a mobile game(hell, its probably too much for a nintendo ds even!)
- Alpha maps on a mobile phone? You should have avoided those.
You should have gone with a 'Im new, but willing to learn blabla' kind of thing man.
JohnnyRaptor
12-16-2008, 04:18 AM
change your name, and apply again, but this time go through the proper channels. (http://www.idsoftware.com/business/jobs/index.php)
i keep hearing that persistence is key, but do i have to worry about becoming irritating?
i think your trying/pushing too hard
6 days is extreemly short for a company to reply, some companies give you a short note that they recieved your stuff, others wont.
It mostly takes at least 2 weeks to recieve that note, and then another 2 before they know if and when you can drop by for an interview.
If you havent heard from them after those first two weeks, yeah sure through up a reminder, there is a chance you ended up at a pile of other stuff they have to work though, but 6 days..
Say only positive stuff in your email (within limits, not ooo i love you balbabla, just say you want to make kickass art.), if you put in negative things they may not quite get your point and you look like a retard. You should not want to crit them on things anyway, but if you do, do it in an interview or something so you can back it up with why you think so. oh and let someone els read your email before you send it.
persistence is not key, and if you dont need a job by the end of next week, give them some time. If you keep spamming them it becomes irritating. Also putting up time limits for them to react wont work, they will contact you if they want something.
Dont feel bad if this doesnt work out, maybe try somewhere els to start out, build up portfolio and you can always try again later.
cgmonkey
12-16-2008, 04:55 AM
Specifically from the job page " Please do not call or send unsolicited email to other id Software employees.". The worst quality you could have as an employee is to not follow orders.
Fliff
12-16-2008, 05:32 AM
i never thought i would see dan using CAPS so many times
The CEO has probably released the savage hounds in your direction. Don't open your front door:)
I once thought about applying to ID as a cleaner and then leave bits of my artwork lying around.
It would be a bit like good will hunting( maybe not)
greenj2
12-16-2008, 06:19 AM
I agree with kwakkie's crits on your character and the approach you took to applying for a job.
Though the character does look very nice, personally I'd mirror the UVs of the hood and cape and stack all the finger UVs on top of one painted finger. Use creative UV mapping and geometry tricks to get asymmetry, instead of textures.
As for the application, I wouldn't expect even the most accomplished/established applicant in any industry to directly criticize the work of a company he/she was applying for.
If you never hear from them, there's a good chance it's because of your approach, or maybe they just didn't bother to inform you that they weren't interested (very common in this biz). Regardless of the reason, I'd suggest you take on board what people have said here so far.
Don't let it get you down, chalk it up to experience and be more tactful with your words next time around. You can easily say you think you'd be an asset to somebody's team, without ragging on the people you're looking to end up working beside.
I'd also drop the part about telling them when you'll be following up your app', it sounds almost threatening, in a weird way. Personally, I wait two weeks after applying and then follow up if I've not heard anything. I politely ask if they've had a chance to review my app' and tell them I'd appreciate any feedback they might have regarding my application and folio, even if they aren't interested in hiring me.
Good luck, dude. Keep us posted too, maybe some nutter in HR will think you're a tenacious go-getter and offer you a lead position or something. :D
urgaffel
12-16-2008, 06:20 AM
I think your email is probably doing the rounds around the office getting quite a few laughs. You don't ever email the CEO of a company telling them that their art isn't good enough and that you are their saviour. You'll be lucky if you can apply again in a year or two without them going "Oh yeah, that's the guy who emailed our CEO... lmao" *trashcanned*
*edit*
In order for this post to be somewhat helpful, check out Kenneth Fejers work, he has some amazing mobile/ds spec art. Lowpoly page here: http://www.kennethfejer.com/lowpoly.html Note the textures sizes... Check out his other stuff as well since he's a very talented artist.
Rick Stirling
12-16-2008, 06:28 AM
Perhaps they read the bit where you said you'd like to be apart of their team.
Definition: separated or at a distance in place or position or time; "These towns are many miles apart"; "stood with his legs apart"; "born two years apart"
PixelGoat
12-16-2008, 06:37 AM
I'm sorry, but this thread makes me laugh :(
JO420
12-16-2008, 06:47 AM
I'm sorry, but this thread makes me laugh :(
Hey Pixel,were you awake this morning during the earthquake?
PixelGoat
12-16-2008, 07:10 AM
Hey Pixel,were you awake this morning during the earthquake?
Yes I was :D my apartment was rocking hehe. Was kinda cool :)
JO420
12-16-2008, 07:15 AM
Yes I was :D my apartment was rocking hehe. Was kinda cool :)
I woke up for a moment,thought the neighbhors upstairs were shagging and then went back to sleep. Totally missed it.
Sorry to derail but i was wondering about the earthquake that occured this morning in Denmark and Sweden
Rob Galanakis
12-16-2008, 07:24 AM
We need a thread of awesome threads like this one stickied.
Mark Dygert
12-16-2008, 07:28 AM
This happens to everyone, unfortunately everyone looking to get a start shoots too high and hopes to leap frog over the hundreds of other qualified candidates with experience who have been working for lesser companies for much longer. However I doubt most people fail so hard at writing the cover email...
I see two ways into the top places. (Yes even the mobile division).
1) Be so amazing that they can't afford to not hire you. Which means outshining everything they are currently doing effortlessly (BUT BEING HUMBLE ABOUT IT).
OR
2) Be so amazing that they can't afford to not hire you. Which means working in the industry for a few years at a lesser studio, building up your rep, your experience and your resume and slowly deflating your bloated ego, then sliding over (after killing a few other applicants).
Mind you, that both examples actually require you to be better then you actually think you are.
With the huge amount of layoffs recently, the frenzied hiring (that happens in the summer to make it on store shelves by xmas) slowing down and places just starting new projects and not needing huge numbers of staff at the beginning of projects, they are more interested in experienced people looking to lay a solid foundation. The frenzied "we'll hire anyone, even with a huge ego" comes at the tail end, normally in the summer. I doubt they'll have trouble finding super qualified people willing to work on mobile games.
Personally I think Dan hit the nail on the head, you blew it big by taking your ego and ramming it head long into theirs which is much bigger, and has hardened over time. Unfortunately this will only make an amusing "how I didn't get in on my first try" story. Don't worry everyone has one, even if they don't want to admit it.
Lesson learned now buck up and get crackin' There's a place out there willing to work with you, just make sure you learned your lesson before applying.
In short: Don't talk down to Eisenstein about his theory of relativity. Yes even in the off chance that he's wrong and you're right, be respectfully humble and reverent.
Jeremy Lindstrom
12-16-2008, 07:46 AM
:poly142: To get hired from id, there's a few of them here, you need to be pretty much on top of your game in your peers and have about 6 years industry experience. Everyone and their brother would love a job at id and have applied for that job, with all those jobs lost in Dallas the last few months this area is saturated with folks looking for game jobs. Good luck though man. I'd also ask a moderator to just delete the thread, lots of folks that work at id post here too..
perna
12-16-2008, 07:58 AM
I haven't read the replies here, but you lost your patience after only a mere 6 days, in the slowest season of the year...?
JO420
12-16-2008, 08:01 AM
To the original poster,dont take it so hard people are taking the piss out of you but in this industry talent is important and so is your reputation.
Its probably best you learn that now early because it could save you alot of problems in the future.
Its a small industry and one stain on your reputation can follow you a long time in your career.
Jackablade
12-16-2008, 08:47 AM
id are hiring mobile game artists and I wasn't informed? You go now.
AstroZombie
12-16-2008, 10:01 AM
You should follow-up every day until you get a response and be sure to further explain how you can help them improve their quality level. I would also explain how you can teach the other artists there to be as good as you. If you don't get a response after a few weeks of this you should just show up in person and refuse to leave until they put an offer in front of you. Chain yourself to the CEOs desk if you have to.
butt_sahib
12-16-2008, 10:02 AM
lmao
that just made my day AZ....funny shit
bounchfx
12-16-2008, 10:02 AM
You should follow-up every day until you get a response and be sure to further explain how you can help them improve their quality level. I would also explain how you can teach the other artists there to be as good as you. If you don't get a response after a few weeks of this you should just show up in person and refuse to leave until they put an offer in front of you. Chain yourself to the CEOs desk if you have to.
I can confirm that this will get you some attention.
sir-knight
12-16-2008, 11:14 AM
george costanza would be proud :D
McGreed
12-16-2008, 11:24 AM
Hehe, I really don't think that 6 days is long time, I wouldn't expect any reply within min two weeks, unless something else is stated. I was actually really freaked out when I was contacted for an interview the day after I sent my application :) Its not been my experience that you get quick replies.
Apart from that, yes, normally you tell them what you can bring into the company, but you do NOT tell them that they are wrong and you got the solution. Its just a pompus attitude. I doubt that you ever will get a reply on that mail.
Indecom
12-16-2008, 12:06 PM
I understand that perhaps telling them that i found their mobile artwork to be lacking in comparison to their technology might not have been the best idea, which is why i'll be working on more low spec models and sprites over the following weeks to actually prove my worht and upload them to my folio once i get more bandwidth. I wasnt quite as pompous and big headed as you guys are making me out to be, i was generalizing the statements, i wasnt copying them exactly, i was quite humble in how i approached it. I never said the artwork was awful, nor did i say that i'm better. I said i think can help.
I also was unaware of the current job problems in the industry, being a freelancer normally, doesnt give you this insight into the industry.
As for not emailing the ceo, well you guys should do a lil bit of research like i did before i emailed. I use Id's Job page to find the email to apply for mobile artist. If you go there and look at the email address, its kak, not jobs. kak is Katherine Anna Kang's email, aka ceo of fountainhead, and John carmack's wife. I did my research so i could personalize the email, and call her by her name. The application is SUPPOSED to go to the ceo, i didnt aim that high because of my eagerness.
I appreciate every comment you guys have left me, i'll definitely be taking it much slower, as for the email in 3 days, i'll wait a couple weeks before i send that one, wich many more mobile spec samples to show just how eager and happy i would be to work in their mobile department.
You should follow-up every day until you get a response and be sure to further explain how you can help them improve their quality level. I would also explain how you can teach the other artists there to be as good as you. If you don't get a response after a few weeks of this you should just show up in person and refuse to leave until they put an offer in front of you. Chain yourself to the CEOs desk if you have to.
I think that pretty much sums it up haha
Spark
12-16-2008, 12:10 PM
Hahah, I got a good read out of this one, and have to agree with what some people have said in response. You think that by applying to a job and saying "you guy's suck!, I am an art god and if you hire me within 6 days I will give your a game a chance from not going into the dollar bin!!! would work? Your approach was honestly all wrong, and probably sealed you in there minds from not ever getting in there. If I did that when I applied to Id, I would not be a character artist for the Doom team as we speak. Drop the attitude, get into learning how to be better, and take a class on how to email future employers. Good luck, but if I were you I would move onto applying to another company.
Spark
Indecom
12-16-2008, 12:22 PM
I'm sorry, i followed the advice of apparently the wrong people. I figured that since i'd only be in the mobile department it wouldnt make that big of a deal with you. I heard that if you want a job as a game artist, try and show them that your better than what they have, which is what i tried to do, i never came out and said all those things.
Its not like i'm trying to replace the lead artist on the doom project, i just want to help make art assets for a cell phone game.
Maybe i'll just go in hiding for a while cuz i have apparently solidified myself in all your eyes as a complete douchebag. so yea thanks for that.
Lee3dee
12-16-2008, 12:28 PM
welcome to the game industry!
Apply today, follow up a week later, send a second followup so they know you're still interested.........never hear from them again.
but.....there are rare exceptions, like when I was hired at gearbox in less than 2 weeks back when Aliens was starting to ramp up. Out of the 30 companies I applied too since my layoff at the end of October only 4 have responded. It's a sad state at the moment for us out of work.
My advice is to keep applying, while your waiting for a response back. Work on your portfolio, make something new and better. Eventually someone will contact you.
Joao Sapiro
12-16-2008, 12:29 PM
just keep working hard and post cool stuff, i think you didnt mean to sound that cocky, but i would advise to be carefull with words in future job app.
Indecom
12-16-2008, 12:33 PM
I was trying to be careful with my words, i was very careful to make sure i didnt sound cocky, i never said that their graphics werent good enough because obviously, they've made 2 mobile games that have won awards. All i said was that i have an idea for the graphics that i think they might be interested in.
I think i'll just wait a month or two to make a whole bunch of new shit, then try again.
Dusty
12-16-2008, 12:36 PM
Honesty, your painting skills are pretty good. I would do just as you suggest, make a buncha new shit and send it off. Just say the bare minimal, Hello my name is whatever and here is my artwork. Thats enough to get into the door of most companies.
Indecom
12-16-2008, 12:46 PM
I'll admit though, i need to learn some patience, so i'll definitely take my time from now on, even though i hate it :P
pliang
12-16-2008, 12:47 PM
Portfolio's not too bad, I guess the only thing you can really do now is just work on yer stuff and still gear it towards them if you can.
When the next Dominance War or CG Challenge comes along you can prolly redeem yourself through that if you can pull it off.
Mark Dygert
12-16-2008, 12:47 PM
I heard that if you want a job as a game artist, try and show them that your better than what they have, which is what i tried to do, i never came out and said all those things.Well that's good that you never actually said those things. However that person was right, you do want to show them that you are actually a bonus to their studio, but you don't ever want to puff yourself up by tearing them down (like you did in this thread).
Show don't tell.
As for this debacle, its nothing. You can weather this. Seriously you're fine just don't continue to make the same mistakes. The first mistake is always free...
If you do feel like making contact again (which I think you should), wait two weeks, and in that time update your portfolio, crank out a new piece and really make it optimized for mobile. As stated before the wraith asset you did has some pretty major changes that need to be made for it to be usable. That way your email won't be just pestering but "Hey check out this update I did".
perna
12-16-2008, 12:59 PM
Hey, hold on a minute.. this is just a clever marketing ploy to get everyone to notice his portfolio. Judging by the amount of replies to this thread it seems to have worked.
You, sir, are a genius.
Justin Meisse
12-16-2008, 01:03 PM
you could call up the office and say "Hi, I'm just calling to follow up on the position I applied for a few weeks ago".
I did that for Mythic and I was sent to the main HR guy who checked out my website portfolio while we were on the phone.
Indecom
12-16-2008, 01:03 PM
Hahaha, seriously i had no idea i'd be getting this many replies at all, i was shocked when i saw this morning i had 32. But what i'm going to be doing over the next couple weeks is to just create more and more stuff catered to them, try to cram as much art as possible while keeping it good, and low spec
demoncage
12-16-2008, 01:04 PM
If your work is solid enough and in demand you'll get a reply, don't worry.
I'm sure you didn't come off in your email anything close to what this thread has made you feel like, so don't sweat it. It's the people in charge of hiring that count, always remember that and don't get discouraged by companies not getting back to you or passing you by, you'll never know the exact reasons why. So just keep at your work and improve because it's what you love and you'll get hired when the time is right. If your work was good enough but a company didn't give you a test and an interview because of some stupid internet thread or heresay, would you really want to work for them anyway? Doesn't seem like a very objective business philosophy does it?
Keep rockin'.
Jeremy Lindstrom
12-16-2008, 01:12 PM
i just want to help make art assets for a cell phone game.
I'd think that too if i were applying to work as a mainstream artist, but i'm looking into mobile gaming, things like cell phones, ds, and iphone. And i dont think they'd get anywhere near that many applications for their mobile sector.
Try also not to sell the artists in those jobs down the river as you do it. I would assume those artists working on cell phones would consider themselves mainstream artists too.. A few times in this thread, you've stated I'm not applying for a great artist position, I'm applying for a shitty cell phone art position. This may not be what you meant, but it can come across that way.
When applying for a job and they get the feeling you are just applying to get a foot in the door and don't plan on staying at that position for long, because it seems beneath you, they'll just move along to another candidate, so be careful how you word things, even on forums. It's a small community, and people that you are trying to impress may very well be perusing these forums as well.
Good luck though man, you'll find something eventually, it's just reeeeeeal rough out there right now.
Thegodzero
12-16-2008, 01:31 PM
hehe this kinda reminds me of when I was looking for work a few years ago and brome gave me an email address to his lead. Then as I clicked send he asks me what email he gave me, turns out he gave me the email address for everyone in the company... So after that I cheked them off my list for any chance for working at for a while. You might might want to do the same for the time after you send the second email with more work next week.
rawkstar
12-16-2008, 01:32 PM
i don't think the whole "start on cell phone game art and move into a character artist position on a next gen project" career path really exists, its totally different skillsets that don't really transfer over, if thats what you want to do then you should probably either do more of that in spare time or try to get a job doing that anywhere, your first job is most likely not going to be your dream job, but you have to realize its your skillset thats going to be the most important thing, not the company you work for, i doubt wow GMs ever get promoted to character artists just by the virtue of working for blizzard.
I heard that if you want a job as a game artist, try and show them that your better than what they have
This is actually pretty sound advice, you just did it wrong. Don't try and show them (i.e. tell them), just actually be better, and let your work speak for itself.
slum beat me to it,
good read though , i honestly dont blame the guy for being impatient with the replies...
When i was trying to get into the industery I was obsessively checking my email for replies (im not the only one guilty of this) and would freak out if i didnt hear back within a few days, i have learned my lesson though because i have had replies from companies take months at times.
Indecom
12-16-2008, 02:09 PM
Yea i'm really thinking about postponing my next follow up for like at least a month while i continue to work on new stuff to pimp.
demoncage
12-16-2008, 02:23 PM
Yeah, that sounds like a good pace to get some new stuff up.
seforin
12-16-2008, 03:44 PM
eh I said more stupid things in my day, just keep your mouth shut you made a mistake learn from it, apply no more then 2 weeks after applying, dont expect to hear back so fast from BIG wig' companies like Id, epic,blizzard unless you know alot of people there or have the talent to back you up there (be honest with yourself the people that apply there and know they can work there usually know there skill set)
But dont take it as a stone to not apply just take it as a understanding if you dont hear anything. Hell I would consider it a honor if the guys at epic laughed at my stuff some times anyway :p (atleast means there looking!)
Mark Dygert
12-16-2008, 03:53 PM
i don't think the whole "start on cell phone game art and move into a character artist position on a next gen project" career path really exists, its totally different skillsets that don't really transfer over, if thats what you want to do then you should probably either do more of that in spare time or try to get a job doing that anywhere, your first job is most likely not going to be your dream job, but you have to realize its your skillset thats going to be the most important thing, not the company you work for, i doubt wow GMs ever get promoted to character artists just by the virtue of working for blizzard.
I agree. Unless he's looking for something that pays the bills (and possibly an inside track on possible openings) while he grinds away in his spare time (on a totally unrelated skill set), the skill and work he produces on the mobile games can't be traded for a character job, outside of mobile. Unfortunately he's faced with reality of paying the bills until he has the skills.
Indecom
12-16-2008, 03:58 PM
Working mobile games and working pc/console games i agree are two very different jobs with different skillsets. But it will teach me to work with a team, take criticism, work with a budget, work within a given time frame, and produce selling art, as well as give me several published titles under my belt and the years of experience required to be able to apply for that 3d character artist position that i desire, as well as giving me the money to get a place to stay and afford the kind of computer i can use to build up my skills with next gen assets, which i currently dont really have (the pc i mean)
demoncage
12-16-2008, 05:01 PM
Sounds like a plan. Just don't feel intimidated. It's not like you have to go to the ends of the earth. Just pace yourself reasonably. Definitely hit up ID again once you get some more stuff up and keep at it, you never know. Just don't make it the ONLY company you will work for.
Joseph Silverman
12-16-2008, 05:06 PM
Your textures are way too big for mobile games, dude.
Check out the portfolio linekd earlier and search out more mobile work. Your modeling and texturing is good but you don't seem to understand the technical concerns.
Learn to make more efficient UV maps and paint with less pixels and you'll have a job, (just not necessarily at iD.)
Indecom
12-16-2008, 05:28 PM
Yea i've gathered that after all the discussion. I'll be working on a few more low spec characters, this time with a much lower res texture, and lower target polycount, see how many i can pop out in a weeks time after i get finished with my orc's texture.
Rob Galanakis
12-16-2008, 05:49 PM
Maybe you can start by spell checking your 'about me' page? And not using frames on your site? And providing a pdf and doc version of your resume? All things that should be standard for anyone looking for a job, games or not.
Jackablade
12-16-2008, 06:45 PM
Your textures are way too big for mobile games, dude.Not necessarily. Given how close the enemys appear to get in that game and how little else is in the world, I think you could get away with a 256 texture, although you'd want to use it a bit more efficiently and it'd need to be LODed in game.
The job ad is for DS, IPhone and the new NGage as well as a couple of other mobile phone formats, so they're dealing with hardware that has a little bit of power (relatively speaking).
Mark Dygert
12-16-2008, 06:54 PM
Even if 256 is a "manageable size" the UV layout and the reuse of texture space is a must. Even at 256 some pretty big advantages could be gained. I'm also not sure why the inner robe, which is mostly covered is larger then the outer which is much higher detail? I'm not sure about the pixel density but I'm sure more could be done to make game ready.
demoncage
12-16-2008, 07:03 PM
Maybe you can start by spell checking your 'about me' page? And not using frames on your site? And providing a pdf and doc version of your resume? All things that should be standard for anyone looking for a job, games or not.
I think the site design is a bit awkward, though still simple and easy to navigate. But Rob, sorry if this is a naive question, but why not use frames? And if you are submitting your resume in an email to the company, why is it essential to have a version on your site?
I never had trouble getting replies with the absence of an on-site resume.
Indecom
12-16-2008, 07:04 PM
Yea, i'm just going to end up redoing that character i think, or really heavily modifying it, then re-unwrapping it to get a better resolution out of it and make it use more texture space
dont expect to hear back so fast from BIG wig' companies like Id, epic,blizzard
I applied to epic awhile ago for a texture artist position they replied to me the next day :O pretty fast :poly142:
Indecom
12-16-2008, 07:41 PM
Yea, youre a lucky one.
Do you think i might have a better chance applying to be a beta tester, then moving on to art from there?
Yea, youre a lucky one.
Do you think i might have a better chance applying to be a beta tester, then moving on to art from there?
dude I would stick yo art your texturing is awesome! but im not a low-poly man myself i would apply to gameloft if i were you. also maybe start doing some high-poly character models :) dont give up your got alot of potential!!!
Indecom
12-16-2008, 07:56 PM
hmm, yea i might try gameloft. I'm just going to really work on my texture and low poly skills. I'd do more high poly stuff, but i have an integrated gpu, and an agp 8X motherboard, so i cant render realtime shaders at all anymore.
hmm, yea i might try gameloft. I'm just going to really work on my texture and low poly skills. I'd do more high poly stuff, but i have an integrated gpu, and an agp 8X motherboard, so i cant render realtime shaders at all anymore.
dude get a job and save up! i work 6 days a week 8 hour days so i could buy my new computer and other art packages and trianing videos, if you dont buy a new computer you wont really grow as an artist! i had that problem as soon as i got my new comp i pumped out thigs 10x faster and better looking!
Indecom
12-16-2008, 08:11 PM
I know, but i live in the wrong part of the state, there just isnt any work available here, i'm tired of sitting around, so i strived to build a portfolio website, and i know i'm not the best at making websites, and found a job i qualified for at Id software and applied. If i get it, i'll be able to afford these things, and i'll have a great job at an even greater company.
Frankie
12-17-2008, 03:41 AM
I quite liked your webpage when it loaded and the work on it, I though you took a lot of unfair criticism and dealt with it in a very positive way but it's really weird the way you capitalise the first letter of a sentence when its an i but not when you are talking about yourself.
Not that im any better at it :D
JohnnyRaptor
12-17-2008, 04:05 AM
from the look of it, youv learned how to take criticism pretty well (polycount rape), and ur art is good, just need to get the tech restrictions down i guess and do some more art pieces.
urgaffel
12-17-2008, 05:22 AM
This might help you find a mobile company to apply for besides ID :)
http://gamedevmap.com/index.php?tool=global&query=Mobile
And yes, Kenneth Fejer is a good standard to aim for so learn from his stuff. Depending on the style you're going for all you need is a tiny square of colour (skin, trousers, sweater for example), smush the uvs in that tiny square, leaving you with lots of space for face, details etc.
*edit*
If you're going to have rollovers on your website, make sure they pre-load.
Mark Dygert
12-17-2008, 05:57 AM
Yea, i'm just going to end up redoing that character i think, or really heavily modifying it, then re-unwrapping it to get a better resolution out of it and make it use more texture space
If you're going to redo it, a good place to start would be creating a new UV layout on a second UV channel then transfer/render the first UV channel to the second. That will take what you have done and put it on a new UV layout. Be sure to put any overlapping pieces off the grid exactly 1 unit over, that way they'll tile but not be included in the transfer/render.
I can write up a super quick mini tutorial if you're a 3dsmax or Maya user. Let me know if you decide to go that route and if you need that kind of help =)
JohnnyRaptor
12-17-2008, 06:10 AM
http://i151.photobucket.com/albums/s133/tommytoes315/Friendship/BirdMouse.jpg
whoo whee
MightyPea
12-17-2008, 07:03 AM
Frankie: many people whose first language is one other than English find that capitalising 'I' has no use and looks very cocky. Those that are religious might think so even more, as the only case in which you/I/his/him or whatever are capitalised in the few languages that I know a little bit of (that aren't English) is when it's referring to God (or Jesus).
Also, a lowercase i looks so much nicer in the context of a sentence. I typed it in lowercase for a long time, out of principle, but then it was hard to suddenly switch to uppercase 'I' for official letters and such, so I just gave up typing it in lowercase.
Mark Dygert
12-17-2008, 11:02 AM
I think its pretty safe to say if you see a lowercase i and it comes from a native English speaker/writer they're just too lazy to push shift... But I guess they could try to pawn their laziness off as humility ha!
For anyone interested in the transfer UV's mini-tut I wrote it up here:
http://boards.polycount.net/showthread.php?p=878996#post878996
In the near future I'll do up a more through tutorial with pics and what not...
Indecom
12-17-2008, 11:58 AM
Thanks for the tutorial, it will probably help out quite a bit. as for the whole not capitalizing i when its in mid sentence and not the first letter, its just easier, and i feel like a douche when i always capitalize it lol.
rooster
12-17-2008, 12:10 PM
RE writing stuff: it makes more sense to consider how communication is interpreted by the reader, rather than how you feel writing it :P. small i comes off informal and conversational, so I wouldn't use it in any important correspondance
Anyway, kudos for not flipping out at the criticism (many have taken a more perilous and derailing path :D) Good looking work on your site, keep producing it and you shouldnt have too much to worry about :)
Lee3dee
12-19-2008, 01:11 AM
gamasutra has this great article on Game Industry Interviewing 101, its a good read for this topic :)
http://www.gamasutra.com/php-bin/news_index.php?story=21424
Indecom
12-19-2008, 01:09 PM
Thats a great article to keep bookmarked for when that interview finally comes. At this point, i'd love to get interviewed, but with my current skillset that wont happen i'm sure. I need to start creating some next gen assets along with my low poly stuff if i'm going to ever land a job working in the game industry as an artist. Need a better damn computer! lol
rollin
12-19-2008, 03:45 PM
jie.. thats indeed a great article with a lot of truth in it, thx for the link
indecom.. imo you should start at some smaler company to get some experience first.. you´re on a good path but still on the way...
Quokimbo
12-19-2008, 03:54 PM
gamasutra has this great article on Game Industry Interviewing 101, its a good read for this topic :)
http://www.gamasutra.com/php-bin/news_index.php?story=21424
I read that and took notes! :)
Indecom
12-19-2008, 04:01 PM
I've sent my portfolio off now to a couple other companies, gameloft among them. I'm not holding onto too much hope just yet. I might try to get more current/next gen assets done then see if i can find places in seattle to apply with. Then move on from there if i manage to get one anyways.
Any tips pre-interview, ala application process?
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