Home Forums Creative Content just need advice about portfolio

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    • #6964
      Anonymous
      Inactive

      here is the link to my temp portfolio.

      http://www.freewebs.com/seanbrady/index.htm

      Any crits would be welcome

      Cheers

    • #42471
      Anonymous
      Inactive

      I’ll give my opinion without being an expert or even very knowledgable about art in games whatsoever for what its worth. The images look fairly nice, dark but look like its gameplay footage which is good. I think you should get rid of or replace images 6 and 7 as the textures look very stretched and you can see the seams on the tunnel on image 7.

      Also images 17 and 19 look fairly strange, I’m sure it was all part of the game or something but they look to me as if its a half finished level or something and ye didn’t put in the walls! Apart from that I like them, looks to be an odd setting for a game, is it a body of something?

    • #42472
      Anonymous
      Inactive

      thank you parrotbait i shall act on that advice it is very much appreciated.

    • #42473
      Anonymous
      Inactive

      sorry i forgot to answer your question, it was a collection three unreal 2004 levels made with human body parts :twisted:

    • #42474
      Anonymous
      Inactive

      Some nice in-game work there. I would ditch the yahoo webpage though. Go for a free online portfolio like carbonmade.com. There are not ‘free hourly prize draws’ but its still good ;)

    • #42476
      Anonymous
      Inactive

      I see two major things you need to fix. a) You have ads at the top, never use adds on a portfolio. b) I would not use freewebs, you can get very cheep registration and hosting these days. Much better to have your own url than http://www.freewebs.com/(websitename).

      You should read this http://www.game-artist.net/forums/spotlight-articles/415-your-portfolio-repels-jobs.html

      That level inside the body does look unfinished. I am not sure if it would be ideal for a portfolio.

    • #42479
      Anonymous
      Inactive

      Agreed looks very unfunished. Needs a good bit more polish.

    • #42480
      Anonymous
      Inactive

      Hi Sean,

      I agree with what the other guys have said about the freeweb site and adverts and also the unfinished look of the level screen shots. The levels look imaginative but very under polished.

      Some other points worth mentioning are you should show images of the textures used on your models and maybe a one sided wire frame render to show off the model itself. Some information like texture resolution and poly count are also useful.

      You have 6 renders of simple generic looking rocks in your games props section which looks pretty poor. Filling up you portfolio for the sake of quantity doesn’t do your work any favors. Maybe a single render with the rocks and some other objects in a scene might be better but to be honest rocks are fairly arbitrary and don’t demonstrate your talents as a modeller.

      I hope this helps, best of luck getting your portfolio sorted.

      Cheers,
      Paul

    • #42481
      Anonymous
      Inactive

      What they said ^^^

      http://www.freewebs.com/seanbrady/index.htm :

      I am not sure what I am meant to be looking at, is it level designs or artwork?

      Maybe add some text and better shots explaining what you have done, your thought processes and any info that might help us.

      Some of the shots of skeletons(?) are a bit baffling. What am I looking at? :?

      Some of the level pics look to be the inside of an animal\human? Is it a full level or just tests? If its a full level, then shows it in its entirety :)

      http://www.freewebs.com/seanbrady/3dgameprops.htm :

      I think you could add more detail to all the props. Oh an one pic of a rock is enough :)

      Keep us updated Sean!

    • #42483
      Anonymous
      Inactive

      ya meant to say the rocks look poor, not very rounded.

    • #42484
      Anonymous
      Inactive

      Thank you all so much for feed back. It is really helping me realise what i need to do. Thank you so much!!!!! :D

      Always be brutal, it helps someone realise what the hell is wrong with their layout and presentation

      Thank you again :D

      I have this thing that is trying to be a portfolio posted on game artist forums, dx studio community forums and garagegames web site. I never got as much feedback as this. I am really happy that i did this. I can finally get proper feedback. :D

      "If an irish artist wants feedback stick to an online irish game dev community" – Sean Brady 2008

      I will keep ye posted i already have a new web site provider already, just transferring over the appropriate content.

      Thank you again!!!!!!!!!!!!!!! :D

    • #42485
      Anonymous
      Inactive

      aaaa so you are virtualpsycho. I will keep an eye out for you on game-artist.net.

    • #42486
      Anonymous
      Inactive

      and you are sargemat, the level designer dude. Good levels by the way.

      Sorry can i ask you something just out of pure curiousity, what is the premise for the levels you have created?

      :twisted: (Virtualpsycho)

    • #42487
      Anonymous
      Inactive

      From the looks of it you’ve designed a level based on the inside of some kind of creature, nice idea to start with anyway. Some of the screenshots also seem to be taken from the ghost camera, hence the clipped view making it look unfinished, as the others have said I’d leave them out.

      The skeletons would be in/past the stomach right?

      Just a suggestion but while you decide on some better screenshots maybe make a short run through of the level with Unreal’s built in demo record facility, you should be able to access it through the console using the "DEMOREC <filename>" command. Then once you’re happy with what you have make a video file using FRAPS. This way people will be able to get a better feel for your level.

    • #42488
      Anonymous
      Inactive

      It is a unreal level composition not based on human anatomy but assembled with it. I have deleted that portfolio because it was doing me more harm than good. I am creating a new one at present with new content. I will post the link soon.

      Cheers

      Sean

    • #42492
      Anonymous
      Inactive

      Cant seem to access the webage. I get "Oops! We can’t find that page" anytime I click the link.

    • #42493
      Anonymous
      Inactive

      I have deleted the web page because i did not want a bad portfolio representing my abilities. I am great artist with great natural and focused talent. I will post a new portfolio with new content soon. Thank you for your patience.

      I am sure that any artist would understand.

    • #42498
      Anonymous
      Inactive

      and you are sargemat, the level designer dude. Good levels by the way.

      Sorry can i ask you something just out of pure curiousity, what is the premise for the levels you have created?

      :twisted: (Virtualpsycho)[/quote:0b4758615f]

      Thanks.

      The first what I would call good level that I made and finished in February this year was based a lot on a current Unreal 3 map. The layout was different but the same sort of theme. After that I played around for ages (too long) with the idea of a subway map, it did not work out. For blacktoe the map I am working on at the moment stuff like global warming inspired me a lot and I also liked the snow levels in UT3 and wanted to give it a go myself.

      The people at GA.net have been great at helping me along. Someone suggested that I try to use my own props etc as much as possible but TBH my modelling skills still need a lot of work and it was slowing me down so I work with the stuff that came with UT3 for the most part and do some modeling as well to improve my skills.

    • #42499
      Anonymous
      Inactive

      Sargemat, i am going to give an opinion on the whole practice of designing levels. If you are just interested in designing levels then the thing you need to do is stick to what unreal give you with the game. It is great having your own stuff in the level but every level needs to be well designed, have fluent playability and must emphasis a particular gameplay situation without letting the player know about it. Alot of level designers are hung up on the notion of custom content in levels which is like learning to run before you can crawl. If you were employing someone to design levels for you and the levels looked fantastic but they played crap then the designer would not be employed for long. The only proper way to learn how to design levels for games of any sort of game is to take the resources and restrictions offered by level creation suites like unreal and work out how to make it the perfect level while using limited resources. Trust me you will learn alot from that. Art in the level comes later on.

    • #42500
      Anonymous
      Inactive

      I agree. Most level designers are only responsible for the design and the art comes from an art team.

    • #42501
      Anonymous
      Inactive

      Oh yeah sargemat one more thing i learned from experience in designing levels is that

      "the levels that are not successful are the holy grail of success when designing levels"

      :twisted: (virtualpsycho)

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