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Franzkill
04-03-09, 12:01
I got my UCAS application form sent off a couple of months ago and have got some replies already. As most of you know a portfolio is a good oppurtunity to be able to sell yourself and show off your creativity.

The problem is that Im not entirely sure how to go about that. :s Any advice and tips would be much appreciated.

Clayonite
04-03-09, 18:23
What kind of course are you applying for in specific?

Franzkill
08-03-09, 19:33
What kind of course are you applying for in specific?

Heya Clay! :thumb:

Oh yeah sorry for long reply! Its a National Diploma for Games Development. I'm currently in my second year. Hope that helps!

Carbonox_Ratchet
08-03-09, 19:45
Have you not spoken to your tutor about going through your portfolio? I'm sure you're aware that you can't take everything and anything with you as many Universities may also have restrictions or guidelines as to what they want to see.

If anything, take your best work as a starting point and work from there. Make sure you take decent work that can also apply or relate to your course of choice.

You don't want to flood your interviewer with godly amounts of work as they simply just do not have the time to sift through large amounts of work from one person. Instead, you're going to have to go through a process of elimination.

However, I'd go back to my first point and see if you can get advice from your tutor, as they would know you and your work best, as well as what sort of work should be shown, how they should be shown, how to shake up the variety, what the interviewers are looking for etc. etc. ;]

Tell me how you get on!

Franzkill
08-03-09, 19:51
Hiya mate. Thanks for the advice but the problem is my tutor isn't even around half the time and hes only in once a week! :p

His name is Lewis and I usually have him on a Monday afternoon. If he is in tommorow I will have a chat with him about it. I'm bringing it in anyway.

Clayonite
08-03-09, 20:28
I see. Well, as a general rule for showing portfolio if it's art, universities prefer to see more traditional art and sketches. Games companies are only interested in your very best and polished artwork [5-6 images]. If you're doing 3D it's not a bad idea having tech sheets for showing of textures and the mesh [that doesn't count as additional images].

I'm not sure about how specific your course is to art, animation, design or code, but I would would however be cautious when compiling your portfolio.
-If you're applying for a job as an general artist, codes and design is irrelevant, and vice versa. You should have a clear idea about in what direction you're aiming for and focus on that.

Also, when making a portfolio you really have to sell yourself and your skillset through just a couple of images. The majority the artwork in your portfolio ought to be related to what you're about and what role you're going for. In other words, don't have 4 random lifedrawing sketches and 2 game character sheets unless you really hope to work on a game where traditional arts is essential to the project.

If you want something unique, don't get too influenced by other games on the market. It's good to be aware of current standards and technology, but should also have a look at other media like tv, film, music, fashion, graphic design, cultures etc.

Lastly, presentation plays a huge role in your portfolio. Bad presentation and poor readability is pretty much a big fail, no matter how good your work is. If graphic design isn't one of your strongest skills, do it as simple as possible with a single colored background and a default font.