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Amber Alexander
January 10th, 2010, 11:26 PM
Taken from the BioWare Post (http://www.bioware.com/bioware_info/jobs/art_portfolio/)

What You Need

To be a Concept Artist for the games industry, you need the following:


IMAGINATION – if you don't have this as a foundation, you will never draw anything uniquely cool or interesting. We have seen plenty of great renderers with no imagination. Those portfolios are tough because the work looks good, but there is not an original idea in the bunch.
Next would be the raw ability to draw. Draw, Draw, Draw, as they say. You have to draw more than the next guy to get the job.
Ability to communicate your idea quickly, both verbally and through your drawings. You also must be able to receive and give constructive and balanced critiques. This is in the top 4 attributes. It is so important to work with the team and not be the lone gunman.
Good color sense. A mastery of color and how it relates is essential.
Ability to create mood with lighting and atmosphere. Most environment pieces are all about the moods they evoke. Composition is also very important.
Ability to work in different styles. It's great to show off your style, but also show how you can mimic and adapt to other styles of rendering. This makes any concept artist more valuable.
Ability to deliver something that is better than what was asked for, yet still meets all the criteria, on time, and the iterations well-communicated.


What do we look for in a portfolio?

We look to see if the concept artist has a range of subject matter. We look for as many of the following, as well-executed as possible:

Characters – We like to see personality and "story" in the character. The drawing should answer many questions, but also invite the audience to ask even more, compelling them to want to learn more about the character. Have a sheet of facial expressions of the same character to show different moods and attitudes.
Costumes – This is a chance to show off your sense of fashion. The costume is part of the character. Tell more of the story, showing the same character in different clothing as a good exercise. The clothing should have the right balance of form and function.
Creatures – Must be believable, i.e., through the study of real animal/human musculature and skeletal structure, create a creature you believe can move, eat, fight, breed, and so on.
Environments – Natural exterior environments that features organic structure and flora. Lighting, color and mood are essential.
Environments – Exterior environments that feature architecture. These should be integrated into the landscapes that surround them. Must show a command of perspective, an understanding or architectural design, show the influences of various geographic and historical influences. We like to see this mixed with a bit of fantasy or sci-fi. A good split for "real" versus "imagined" architecture is about 70/30 - so a subtle approach to integrating fantasy into a concept.
Environments – Interiors should have everything from the above point, but from the inside.
Tech – We like to see how a concept artist understands technical things. How does a machine fit together? When you look at the drawing, can you imagine it working? This can be a fantastic catapult with gears and levers, or it can be a futuristic device. Both should look like they can work, have a sense of industrial design that reflects the culture and time they come from, and of course, look cool.
Vehicles – Believe it or not, it is hard to find people who are really good at this, so it's one other thing we look for to help balance our team of concept artists. See tech above. Good vehicles can make or break a game (especially if the game play revolves around driving).

Keep in mind we don't expect a single person to excel at all the subject matter. Most people have their favourite thing they grew up drawing. But try to include as many of the above as possible. I remember we had someone apply who said they would like a job as a female character artist, and sure enough he was an expert at depicting the female form! However, for the size of our studio (and for the size of most game studios) this request is too specialized for us.

Please also include personal work, sketchbook material, and figure drawing studies.

Concept art is the most competitive space in video game art. So your submission has to look better than the competition. Select only the best pieces to feature in your portfolio. Visiting websites or forums that feature concept artists or concept art for critique and comment is a good sounding board.

Dizon
January 11th, 2010, 04:13 AM
Thank you! Because I've been thinking a lot about this recently as well.

Travis Smith
January 11th, 2010, 08:00 AM
Thank you for posting this.

ParanoiaArtist
January 11th, 2010, 11:34 AM
This is awesome. Thanks so much

LosPescados
January 11th, 2010, 02:36 PM
awesome post! vote for sticky!

James Gerard
January 11th, 2010, 03:06 PM
I love concept art ... and I love this being posted ... I would just like to point out though that this is helpful no matter what! even if your not particularly a concept artist with a desire to draw the never ending set of sequals to a popular game about pig aliens with wings that fart on humans for fun. personally I aspire to use concept art to make abstract animation or the frank rabbit from donnie darko ... I have an extreme interest in make up design and I love movies... but if they're still working on duke nukem forever when I've done everything else I will deffinately try and help with that...

anyway thank you

kingkostas
January 11th, 2010, 04:24 PM
i have already read this article from bioware but thanks again because its very useful for everyone :)
see ya

Ian Barker
January 11th, 2010, 05:23 PM
awesome post! vote for sticky!

I agree, and it would be great if there were more professional input on portfolios in this thread.

neuroballistic
January 12th, 2010, 01:57 PM
Yeah, this is a great post. Came across it awhile back posted somewhere else. Gives you a better idea for what to shoot for.

FightingSeraph
January 13th, 2010, 02:59 PM
I approve of what you have said here, Amber.

solomon01
January 13th, 2010, 09:54 PM
This is good to see. So you know what they expect out of yah!

Great Stuff ^^

k-dash
January 20th, 2010, 06:16 PM
thanks this is great info

Desertfire
January 24th, 2010, 06:59 PM
This is some good information!! Thanks for sharing it with us!

foreverartfan
January 24th, 2010, 07:50 PM
Great information, thank you.

littleAngel89
January 26th, 2010, 08:54 AM
I like to become an artist alot but actually, I don't meet the requirements
I think that I should accept to be an art lover, not an artist

Amber Alexander
January 26th, 2010, 11:19 AM
I was going to write something encouraging for LittleAngle but I think that's spam.

ALH
January 26th, 2010, 11:19 AM
Fantastic. Its ALWAYS good to know what is actually looked for in a portfolio, so easy to lose track at times. Very very useful post :)

witcrack
January 27th, 2010, 12:21 PM
Thank you for posting this. I think i will make it a to do list for my practices. See if i can cover all that said (written :p.) I still have much to catch up, i guess

chickenundead
February 3rd, 2010, 07:33 AM
I'm a newbie here, wow reading this post really encouraging my self to be better every time I draw, thanks a lot!

Ademoye
February 4th, 2010, 03:34 AM
I know what to look for now :D

Amanieu
February 8th, 2010, 05:38 PM
Awesome infos, this is very helpful :)

RogueToad
February 14th, 2010, 02:41 PM
Always nice to know that there are people out there that care for he little guy. This will most defiantly make everyone's portfolio a lot better!

Trace007
February 26th, 2010, 05:06 PM
This is good information. Thanks!

(And thanks to Bioware as well!)

Jazz
February 28th, 2010, 01:17 PM
After reading this (and it's awesome info!!), I know I have a looooong way to go. >_<

Pfir8ich
July 11th, 2010, 09:11 AM
thanks al lot...this list can help us alot =)

Tattoocalypse
July 13th, 2010, 12:31 PM
This info is golden.

Stovieheed
July 13th, 2010, 08:02 PM
Thank you for posting this, the info given here is golden.

conceptartist
July 13th, 2010, 08:10 PM
That's a good summary. One thing I would add is having 'Production Art'. Not just sexy pin-ups and illustrations but practical illustrations a 3D artist can use and build assets from. I've been in a games a few years, and as a recruiter I look for practical, day to day art that is clear, functional and can be readily translated by modelers and 3D Artists.

Here's some examples of top pros that I look up to and I had to compete with for jobs when I was working in Socal.
1. Peter Han = well balanced subjectmatter, ie. characters AND enviro, props, ;versatile; production ready art and all-around bad-ass-ery :)
http://designandconcepts.blogspot.com/

2. Darren Quach = L.A./Art Center style environment and industrial design mastery:
http://dqsketches.blogspot.com/

3. Francis Tsai = top freelancer ; balance of comics, games and illustration
http://teamgt.com/?page_id=505

Hope those examples help,

-Chris

Yngvill
July 14th, 2010, 02:20 AM
Thanks so much for this post. This was really helpfull :)

Lumisade
July 22nd, 2010, 07:07 PM
WOW. That's alot of..everything. I didn't expect anything less haha but that seems just...I don't know. It makes me realize just how hard I gotta work and it's a long way to go until I can see myself in even half of those steps. This summary definitely gave me something to think about. I think I'm going to write it (not add to favourites, not print, not copy n paste, but WRITE) down and really think about it.

For a person like me it's so typical and natural to think that I'll never meet with the requirements but I think that I want this too much haha. For once my stubborness is a good thing! Anyway, thank you so much for this. I know that many people find this thread very useful.

Amber Alexander
July 24th, 2010, 12:43 PM
WOW. That's alot of..everything. I didn't expect anything less haha but that seems just...I don't know. It makes me realize just how hard I gotta work and it's a long way to go until I can see myself in even half of those steps. This summary definitely gave me something to think about. I think I'm going to write it (not add to favourites, not print, not copy n paste, but WRITE) down and really think about it.

For a person like me it's so typical and natural to think that I'll never meet with the requirements but I think that I want this too much haha. For once my stubborness is a good thing! Anyway, thank you so much for this. I know that many people find this thread very useful.

I felt the same way when I saw that list for the first time. It seemed like so much that I'd never get there. I've realized that getting to that concept artist job, is my ideal job and it will not happen over night, it will not happen with my current portfolio but it will happen. It may take me 5 years to get there, but I will get there. Keep your ideal job in mind when you pick all your other jobs in between. As long as you're on the path to getting to where you want to go then that's what matters :)

shaddy
August 9th, 2011, 05:52 PM
Although that is all good stuff to know I think it's misleading and a bit daunting to create list of everything in the universe and say, "This is what makes you hire-able" I worked as Senior Concept Artist on Uncharted 1 and Uncharted 2, and in 4 years I don't think I did one "Drawing" in the traditional sense. We did only paintings. We don't "draw" anymore.. at least not for drawings sake. Drawing is just for THINKING OUT IMAGINARY THINGS. The more fantastical, the more drawing is necessary, but again ONLY to actually work it out, not to have a sexy drawing. The reason is drawing is an antiquated art form for concepting (not for art generally). Most of us can do 5 quick paintings in photoshop with links to usable photo reference in the time that someone else can do one lovingly rendered drawing.

This is Bioware's wish list so I understand why they would say that, but most games are realistic so you would never sit down and start drawing buildings in Iraq for the next Call of Duty game, you would do a 3 hour photo search for Bagdad, collect reference, and then make an awesome composition out of the images you found picking what you thought worked best and making an epic shot using a combo of quick painting, lighting knowledge gained from observing life and photos, and perhaps some photo compositing. I think well composed IMAGES, painted quickly (2 hours) and in full color are the main indicator of experience and the artists "eye." Everything else can be researched.

If I was starting out I would say don't worry about everything on that list. Pick a story from a book or movie and design/re-imagine it based on your knowledge and what the story is. Look at what's done in that genre and keep it classy, not video-gamey (meaning be SPARING with the amount of buckles swords and shit you put on everything:)... just look at actual movies for examples. Download Power DVD 11 and watch your favorite film with the sound off and capture frames to get you started. Most importantly do the kind of work you want to get. So if you like Final Fantasy style stuff then make your stuff like that. Just keep in mind most games are going for photo-realistic and that realism skills trump every other in this business:)

-Shaddy Safadi
www.shaddyconceptart.com

Tokoldi
August 23rd, 2011, 01:40 PM
Very useful post, thank you. Also a big thanks to shaddy for the realistic view. Much appreciated.

Pininfarina
August 24th, 2011, 12:36 AM
Thanks! Amber!

jaroldsng
October 4th, 2011, 01:57 AM
I was fortunate enough to attend a seminar conducted by Doug Chiang. His opinion about portfolios was to have three different sets.

Set A - your master portfolio
- a compilation of about a dozen of your best works you update regularly.
- the pieces should reflect the position you are applying for
- ex: so if you aiming for a game concept artist position, you should put in your best environment concepts. stuff that is industry relevant which you are capable at.

Set B - Your Backup portfolio
- a compilation of artworks you can fall back to. like a second discipline.
- if your main was environments, your back up can be filled with characters, or vehicles.
- something to reassure that you are still a versatile production artist.

Set C - You Interest portfolio
- a compilation of artworks you like to create on the side, you personal taste so to say
- this is to show that you have a strong personal desire in art itself, it could be life drawing, abstract painting, sculpture. something you have strong passion in.
- Usually this portfolio sets you apart from other artists, since its a more private appreciation and desire for the arts, rather than just being a worker bee creating production art. Not that that is a bad thing at all.

hope it helps, pardon me if this was mentioned before this. cheers!

Absint
November 21st, 2011, 02:23 PM
ALL things said there was extremely helpful. Great thanks to all :)

TwoDD
January 12th, 2012, 08:49 PM
I can't thank you enough for this, I have been trying to build up my own portfolio but I have been ignorant of the details or with what direction to go in. Now I have some guidance.

onionface
January 30th, 2012, 05:58 PM
I would add that it depends a lot on what the job is, and who is viewing the portfolio.
Besides having a good portfolio, a lot of it comes down to timing and taste of the viewer.
In the past I've been told 'yes' and 'no' by the same company, same job, regarding the same portfolio, only different art directors.

I got one of my ongoing freelance jobs because my portfolio happened to land in the Art Director's inbox within hours of two regular artists taking sudden sick leave. He liked what he saw, it was convenient and I was available.

So I guess in my experience it's a mix of Perseverance, Skill and luck.
Ideally in that order, because the skill itself won't get you a job.
The perseverance will improve your skills, and create opportunities.
more opportunities = more apparent luck.