Vincent Van Hoof is a European born Concept Artist currently living in Seattle, Washington. He studied at Northwest College of Art and Design, receiving a double major in Entertainment Art and Fine Art. His experience as a professional has been predominantly in the gaming industry. Vincent has contributed to mobile and PC games in the form of concept design, illustration, visual development, and UI design. His skills range from digital painting, digital sculpting, traditional drawing, as well as a sixth sense for design that appeals to mass audiences. Transforming ideas into presentable and comprehensible visuals that people will enjoy is what Vincent does on a daily basis.
Posted by VanHoofers on Mar 30th, 2013
So my first year at GDC was definitely an interesting one. I visited many booths from various companies at the Career Pavilion. Among these were ArneaNet, Carbine, WB, Insomniac, and Piranha.
The main thing I learned from visiting all these companies was that they will either love you or hate you. It all depends on wether your portfolio is tailored to fit their style and games. The bulk of my portfolio was organic, so Piranha obviously had no interest in me because they make the game Mech Warrior. Which is all about machines. But that's alright, In future when I go to an event like this I will round out my portfolio a little better, to include work for all types of games.
I also got 10 minutes of one on one time with Wyeth Johnson, the Art Director at Epic Games. He was extremely nice, intelligent, and brutally honest. Which is good, he was not there to waste my time. The main advice he gave me was to make more thumbnails, show specific design choices, and to put a lot of time into getting things right. He did say I was extremely creative at least, but my portfolio needs another tune up before I graduate.
I also got the privilege of attending three seminars near the end of the day. Among these were, how to break into the game business, how to get past entry level in the game industry, and a seminar about Indie Game Post-Mortems. These talks were insanely interesting and packed with great advice. Some of the biggest advice I got out of it, was to always make games yourself or find people to make games with. If you don't have one of best portfolios in the Industry or no experience, making your own game is a great way to break into the industry.