My two fave artists to work with was one I could just rely on. I would deligate a task, they would come back with it done. Nothing mind blowing, nothing jaw dropping. But done, and done well. Smart, kind, motivated. I would always hire these two artists if I had the chance.
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If you are making your first folios and showreels, don't break yourself trying to copy the industry superstars. Just aim for clearly competant, organised, neat and efficient. Tell us you can be given a task and we can expect it back done. That is all you need to start.
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I want to see your wireframes. I want to see your texture maps. I want to see your UV layouts. I want to see the in-engine asset with the shaders you made. I wanna see your shader graphs. Show me I can trust you to take away the problem I have, which is I need stuff made.
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You are the solution to a problem we (a studio) have. We need assets made. We need have a schedule. We have a million other things to worry about. Just show us that you are the solution, and not another problem.
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That goes to the job interview too. An approachable person who listens, asks good questions and feels like they will slot in to the existing team will always get the job over a primadonna who creates amazing things.
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Dont get me wrong, we also need superstars and they can be primadonnas- but we only want those with the experience to back it up. Great artists do not always make great game artists. Great illustrators do not always make great concept artists. Be a solution.
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I feel this way about most things. I'd rather have "it'll do" on a reliable basis than unpredictable genius
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You are 100% right. Being able to hand in on time is a very important skill to have
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100% This is good advice for just about everything. Having value means a lot more than just having percieved talent.
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110%. Is it clean efficient and on time? You’re worth every penny and your leads will love you.
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Das Laden scheint etwas zu dauern.
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