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[Concept Artist] LF 3D Modeller or Indie/Mod Team (Forums : Recruiting & Resumes : [Concept Artist] LF 3D Modeller or Indie/Mod Team) Locked
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Jun 14 2014 Anchor

So, I'm a concept artist, and I'd like to work with someone on some fun projects (portfolio fodder). I'd be happy to brainstorm/sketch some concepts, make some rough illustrations, and even do some model-sheets (blue-prints).

I'd like to work with either a (good) 3D Modeller who needs some inspiration or blue-prints, or a small (3-6) team on a mod or game (with previously completed ones, a good track record, and likely to be finished within a few months- I've been part of around a dozen projects which died in the past few years, it's no fun). (MMOs, castle in the clouds, 10-50 man team, dream/perfect/'best-est idea evar' projects need not apply.)

Ideal projects: mobile or arcade games, props for games like TF2 or Skyrim, or some similar project.

Let me know if you're interested, what you have in mind, and examples of your past work! (You can find me at Mysticwarriordesign.com and email me at DustinJones@MysticWarriorDesign.com .)

Thanks!

Jun 16 2014 Anchor

Looks like you've been through some stuff here...But, do you really need more "portfolio fodder"?
The best concepts come after a while after you've iterated on the project and developed something unique, something that will draw the eye instead of just being "fodder". The later you can make on your own as you train your skills anyway.

You already seen projects and their fall here, you know what things generally tend to fall and why. Take what you learned and which ever project you start now - really invest and polish the works. Do everything like it's the fist work everyone will see in your portfolio.

Jun 17 2014 Anchor

>Rynka
I very much appreciate the reply. A bit about why-
First off, as far as 'fodder', it was just an easy way of putting it- I don't aim to add junk to it, I do need the best, but that's also why I'm here-
The main reason I'm seeking someone to work with is that I find I actually work best with deadlines and when I owe it to someone else. When I'm on my own, it's too easy to constantly shift focus, change plans, etc- but when I'm working with someone, or a team, I owe it to them to be very fast, and deliver on the decided topic. It really helps me focus, and I do some of my best work that way.

I've bounced back and forth a lot on this issue, telling myself why tie myself to more sinking ships, etc, and it just keeps coming down to- I work best when I owe it to someone (but that's also why I'm looking for a good project- throwing work into a black hole is worse than going it alone, haha). Additionally, I keep seeing that companies want to see completed and published games, not tons of failures (makes it look like you either can't commit, or aren't ready, yet).

So, thanks again for the reply- I do work alone on my own concepts, and most of my portfolio is solo work, but I'm just looking to be able to say that I've worked as part of a team which reached success, and was able to help THEIR vision come to fruition (it's hugely different doing someone else's work than your own, I've found over my years illustrating).

Jun 17 2014 Anchor

True, working for someone means a lot of restrictions in time, style, directions, and it's very good for a concept artist to have.

All I'm saying is put more effort into your works, don't leave them just as sketches but really iterate on the ideas again and again even if you like the first result. And after all that polish the result.
I've gone through your portfolio. You're pretty creative and heading in the right direction, but there's just sketches and unfinished work. Even if in the field all you're going to do is sketches, portfolio works need to be mostly polished works, so that the potential employer would see not only your creative side, but the ability to bring something to an end - dedication and skill to finish the works. Sketching says "I like a lot of things and I like to try stuff but I haven't found myself yet" and that's not the message you want to send.

Anyway, just keep working on it,
Best of luck :)

Jun 18 2014 Anchor

Now that is some very useful feedback, thank you so much!
Thanks for taking a look, letting me know I've got some good stuff and am going in the right direction (doing this alone is so difficult, trying to gauge your own progress and direction), and pointing out what it says about me.
I do think I'll take more time in the future to focus on multiple iterations, and to bring them all to finalization. I think this'll make a big difference!

Thanks, again!

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