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WhiteGuardian
09-09-2009, 08:27 PM
HI GA fellow.
Still waiting for the Comicon contest result, so i bring up this thread hope more members give attention to this thread. :D

I just wanna ask something that still make me wonder till now about what artwork should we put on our portfolio?
I'm sure each of you ever made fanart artwork by joining a contest such as Comicon or just sparing time to show that you're a big fan of Wolverine (example).

So the question , better we put much fanart artwork or personally artwork into our portfolio? :think:
Personally artwork meant artwork that we create without following any model that ever made before (not fanart). This artwork contain more creativity and originally.
In my opinion, i chose to put personally artwork than fanart artwork.

Now i wanna hear your opinion or any feedback. Thx before :)

Frump
09-09-2009, 08:42 PM
I think either one is fine. A good balance works. Also you can do artwork based on the concept art of someone else. This is usually a good option because it also shows you can match a 2d concept. You also get that to a lesser degree from fan art. In some cases it's beneficial to do fan art. Like if you want to get hired at Blizzard, do a lot of WoW fanart or Starcraft fanart in their style. Or if you want to work on Gears try to emulate their style, etc.

I don't think there's any limits or specifications for what you should do. Just show what you are capable of, have them all. I would definitely say though, that it is better to go without your own original designs if your designs are no good. Mine aren't very good usually. :p

Draxxuss
09-09-2009, 08:45 PM
your poll should also state "both".. that is what I would vote.

BigJohn
09-09-2009, 09:25 PM
Yeah, I already voted, but Both is probably the best choice

sinz
09-09-2009, 09:32 PM
I vote that every new mini comp or comp in general allows us all to create our own characters from a description. (I.E.) A resemblance to the dominance war details and descriptions allowing all of us to be extra creative instead of replicating the same old characters under different themes. :(

That's what I am really after, plus all competitions being both fun and enjoyable make me more motivated and gives me that extra push as does general work when I am employed ;) (you see how I threw that in there, eahh, eahh!).

Good topic.

Shadownami92
09-10-2009, 12:43 AM
I say both, I was actually reading about fanart in a magazine I got in July, it was like. "If you keep getting better at drawing characters you might just end up drawing those characters as your job." and "it's not fan art if your getting paid to do it." something along those line, not exactly though.

Fanart can show how you can reinterpret a character concept and make it your own while your own work shows your overall creativity in character design (or envrinoment design if it's fanart of that.)

Fanart isn't really too far off of what you might be working on in a job for 3D art. A concept artist could give you the modeling sheets, and then you recreate it in 3D. If you make a 3d model without really re translating it into a new design it still shows that you can follow a drawn concept accurately.

KEDavidson
09-10-2009, 10:26 AM
I vote that every new mini comp or comp in general allows us all to create our own characters from a description. (I.E.) A resemblance to the dominance war details and descriptions allowing all of us to be extra creative instead of replicating the same old characters under different themes. :(

That's what I am really after, plus all competitions being both fun and enjoyable make me more motivated and gives me that extra push as does general work when I am employed ;) (you see how I threw that in there, eahh, eahh!).

Good topic.

Sinz: really? please don't take this personally but did you not see Deigo's Doc Oc (http://www.gameartisans.org/forums/showthread.php?t=10221) or Onelungs Mr Freeze (http://www.gameartisans.org/forums/showthread.php?t=10220)? cause thats just ridiculous. taking someone else's design and re-imagining it so that it's not only recognizable but actually looks good is one of the hardest things you could possibly do. just look at the godawful Tim Burton Superman (http://www.iwatchstuff.com/images/2006/06/tim-burton-superman.jpg). opening it up to entirely new creations also creates all sorts of headaches for the judges, how do you evenly compare Brutikongs Rocksteady from last year to say, one of the Zbrush Action Hero entries? Rocksteady may be the better model, but the ZB guy had to take the time to come up with a wholly originaly character with decent powers/abilities. and don't forget one of the rules is always that everything used in any of the contests has to be created for that specific contest. how many people can actually come up with an original idea in that time frame thats actually decent? cause Marvel and DC sure can't. i won't even start on cookie-cutter space marines:rolleyes:
now ultimatly it does come down to personal taste, but having these guidlines, like it being an actual Comic character who has appeared in print (though what about webcomics?) also helps to level the playing feild for people who are technically skilled but creativley lacking... which leads quite nicely into the actual point of the thread;) :

i think when you get down to it, showing potential employers that you can execute a specific established design is pretty damned helpfull since 97% of the time thats what you'll be doing for them. having personal art as well shows that if there's room for interpertation you'll be able to acheive successfull results. so yeah, you really need to add Both to the poll WhiteGuardian.

sinz
09-10-2009, 12:57 PM
I see your point, ScudzAlmighty.


Still I've read blizzards Tips For Game Artists (Tips for a Game Artist) and they even mention that when it comes right down to it, we need people who can draw characters and visualize worlds. then they even say, your ability to visualize your work in both 2D and 3D computer mediaGranted this can be interpreted as creating fan art but I am thinking they are geared more towards you being creative and even then I see your point still, cause you can always be creative with someone else's ideas but there's nothing fresher than a totally new idea that just kicks utter ass!...And yet again I see your point that not everyone (including myself) can be so creative to just pop out a new design everyone will love.

The only reason I mentioned to have original characters is so that everyone could have the chance to push themselves more towards being more creative then they already are, I only wanted maybe one competition (which is why I mentioned remake old 2D sprite based games into a 3D design of your own creation. In this thread (http://www.gameartisans.org/forums/showthread.php?t=5761&page=12)) so that the principle still stands that it will be someone else's idea/character/design but this can allow the artist to expand on what they think it would look like now (ultimately being more creative). Because it's just pixel sprites and you have to visualize so much more from so little.

I am glad I thought of it but I also obtained the idea years ago by watching Niklas Jansson (A.k.a. Prometheus on many forums) (http://www.itchstudios.com/psg/) website as he recreates some old sprites into some nice visual concepts such as megaman/women (http://www.itchstudios.com/psg/main.php?id=megaman) but just twist it into females instead of a male dominated game which it is oddly enough looking at it from "that perspective" except for maybe "roll" never-the-less I loved the idea.

Anyway I hope you all see my point, at least one competition -minus Dominance war and seeing as there have been roomers that the next DW will be the last I think including some original or more creative challenges/competitions couldn't hurt us (supposed to be):approve: "creative" types... many artists here are pretty damn good at being creative with there own "fan art" so I don't think it would be too hard to just base an original idea off an already created character and calling it there own. As I am sure this happens on many occasions, cause you have to get inspired from some where.

A nice and original kick ass idea just to mention it is: DARKSIDERS (http://www.darksidersvideogame.com/#/en/home/)

With all that being said I could also stand to be more creative so I don't exclude myself and if this goes into effect I will be making it harder on myself but ultimately I will feel that I am benefiting by exploring creative ways to make cooler artwork.
That's all I am trying to do is open the window to my creativity not trying to make it harder on those less creative types as I am one of them.

KEDavidson
09-10-2009, 01:47 PM
i agree with you completely there sinz:approve:
doing straight up originals, even if it's just for the mini's would be awesome, and not to mention the help it would provide for people with less refined skills. considering how much our modeling improves with each one i assume our design skills would get the same benefit. ultimatley i think it just gets to complicated when you mix em.
anyway back on topic:phew:

it probably depends somewhat on the studio your applying for, as Sinz has made some good points for the personal argument, but i still think a decent mix would be the best way to go.

grimdc13
09-10-2009, 02:06 PM
I've always heard the opposite from my teachers. They've always said last thing studios want to see is you doing their own characters and that it was better to do original artwork. Unless it was for a competition. But I like the option of having both especially if you're student /grad and wanting an entry level position. Maybe it also depends on which studio as well , do your research and look at what they want to see on portfolios. Or ask a recruiter or contact by email and ask.Because entering fanart of their work could be a serious mistake. If they say it's okay or that they are interested in your interpretations then then put it in.

Absorber
09-10-2009, 02:21 PM
I think that your safe with your own creations. If they look ugly you can just say that the ugly-ness is part of the design ;)
But when you draw a existing character (like Spawn) and you screw it up I think the original creator is more insulted than happy with your outcome.

So both can be fine in my opinion, but the re-creation of your fanart should be kick-ass awesome first :)

Hope you guys have the same thoughts about it.

Joey Spijkers
09-10-2009, 04:00 PM
I would like to add that it can sometimes be very useful to make something from someone else's (or a real life) concept. You get to make shapes that you normally wouldn't use and get a great deal of insight into the concept art process that's behind the original. Nothing makes you appreciate the little details in something as much as recreating them.
It all depends on the subject of course, but I think that for mechanical modeling, like weapons for example, the result will 99% of the time be more interesting if you don't concept it yourself.

walrus
09-10-2009, 04:15 PM
Speaking as someone who hires artists, I don't mind seeing fan art in a portfolio but would prefer to see original work because it shows an artists approach to character design without the need to reinterpret someone else's design. Sure, every once in a while someone comes along and does a drastic reinterpretation of a character and that's cool and fun to see, but the majority of fan art is just that - someone having fun daring a character that was already well-designed by another artist. Most of that work is a little too riding-on-coat-tailsy for me - sure, it can be a great render, but in the end, the bulk of the heavy lifting on the character design side was done my the original designer. (And to reiterate, yes, some fan art does break that mold.) but overall, I can get a much better idea of how someone approaches character designs by seeing them start from scratch. But that's me, and that's in the case of needing a character artist. I've never worked at a company where we didn't need to at some point create our own characters, not just redraw others.'

WhiteGuardian
09-11-2009, 01:28 AM
Wow, never imagine this topic will getting hot like this. :eek: Firstly, i wanna say sorry i forgot to put "both" in the poll. And i can't change it although i have tried it. :inocent: Maybe i will PM Moderator to change the poll. :think:

Yeah i bring this topic out here coz i wanna try sending my portfolio to game studio, but wonder about which artwork i should put in.
If i put much fanart artwork than personal artwork, i afraid they will judge me "i think you're not creative and imaginative" :doh:
or maybe if i put much personal artwork than fanart artwork, i afradi they will judge me "i think you can't work with other concept or in a team" :doh:

Maph
09-11-2009, 03:49 AM
walrus: Seeing that you're responsible for hiring artists, do you consider having skills outside one's specialized area a good feat? Or are the majority of the artists you hire, hired based on their area of interest?

For instance, let's say I'm an adequate artist that has the knowledge and skill to create his own games; what would you like to see as a portfolio?
A fine collection of static or animated showcased models, or an actual short game? As in the latter case, one can present itself in being capable of doing everything in the pipeline (given that the game is good looking and playable ofcourse :)).

I'm asking because I'm really torn between expanding my current portfolio with bigger, better and meaner models (:paper: ) or just create my own short indie game that can function as a portfolio on it's own.
I have some cool ideas for the latter, and I'm already past the game-design stage and entering the concept/previz/gameplay stage.
My main issue is that the game is a fairly long-term commitment, whereas having a few strong characters won't take up as much of my time (I hope). :think:

edit: I hope this doesn't sound like a hi-jack, if it is, my bad. ;)

Jean Sinclair
09-11-2009, 06:17 AM
I think that an artist can go with both options on his portfolio.

An artist can show great skill work with his favorite character (Comiccon Challenge)

Original creations are good cause show how an artists work with and ideas (DW is here to show this).

Personally,I prefer show in my portfolio more arts with my fave characters (I donīt like use the "Fanart" expression,sounds non professional to me).

Original creations are great but I prefer show them only when I submit my portfolio for avaliation.

Great topic.

See ya.

walrus
09-11-2009, 03:57 PM
I hope this doesn't sound like a hi-jack, if it is, my bad.

I apologize, too, because I'm jumping on the hi-jack train and am going to answer your question. Sorry, Whiteguardian! :D

Personally, I always appreciate seeing more skills outside of the main area of interest... as long as the main set of required skills are sufficient, of course! For example, if I'm hiring for a lead 2D artist position (hey, what a coincidence - I am!) I likely won't hire an "adequate" artist who happens to have some other skills in a vaguely-related area if there are good artists who are really focused on the exact set of skills I need but don't have any extra skills. I always list them in the "bonus points" section of the job rec: Bonus points for experience with Flash, or 3D, or game design. They're nice to have but don't replace the core skills. but if it came down to two artists who both had comparable art but one had lots of bonus point covered and one didn't.... bonus skills win.

If you're applying to a game company, I suspect most are going to appreciate the fact that you're familiar with every part of the pipeline. Warning, though: Bigger companies, or places hiring for one specific role, might be put off a bit by that kind of a resume. If they're just looking for, say a texture artist, it may look like you don't really want to settle for just doing one part of the pipeline, and they would often prefer someone who really just focussed on one small part of the process and because very good at it. It's what's called the "studio model," and is vary prevalent in larger companies with the huge development teams needed to make a current-gen console title these days, for example. smaller companies, where fewer people need to wear more hats, especially prefer and seek people with a wider skill set.

But that's why you tailor your portfolio to the job you're applying for: If it's a small company who needs a generalist, show off your game and all your mad skillz. If it's a large company just seeking a texture artist, mention that you're familiar with every aspect of the game pipeline but use your game and your portfolio to show off just your textures.

As for what you do in your spare time, if you enjoy making a game, you should make one. Everything we do in our spare time doesn't have to be all about getting a job. Or maybe it does... your mileage may vary.

[/hijack]