You mentioned that there were only about 1,000 jobs out there, but you also said that number was primarily for AAA companies? Isn't there still something to be said for smaller game studios then too? I'm talking about like indie developers, mobile/flash developers, etc.? One could still start someplace small and work his/her way up from there I would imagine (or does this not really happen?). I'm hoping it's not a matter of "get one of these 1,000 jobs as soon as you're out of school, or don't do art for video games at all."
I just recently graduated student from digital arts and i wanted to be a character design or a illustrator (2D). After watching the video i feel a bit petrified and im aware that im not good enough like you
Me and my friend are currently doing a game by using rpgmaker software - we might gonna do a kickstarter for it
Im currently in kansas - I checked gamedevmap.com as you mentioned in the video but seems there is no job opening for 2D artist
Is there a possibility that you can work with any company from home? (internet wise - where you talk on skype and you design for them and submit through email and stuff)
Good to keep in mind I'm a senior at my job, I've been doing it for a while. I wasn't nearly as good when I first started and I still got the job.
Unfortunately, there is no way that you can work from home unless they want you so badly they are willing to jeopardize the security of their business by letting you have some of their content on your personal computer. 99.9% of the time you have to relocate and work on site.
I don't mean to jump in front of Marc here but, Deviant art is a good start, but the only people who really see your DA page are other artists, and other artists aren't usually the ones looking to hire you. The best things you could do are to put together a website or start a social media page that promotes your work (there are tons of free portfolio sites on the internet these days). For example a Facebook Portfolio page or a Twitter account, you will reach significantly more people that way. Behance is another good way to promote your work and you can link it to a business networking site like Linkedin (which if you are looking for work and you aren't already on Linkedin you should be because it's quickly becoming one of the fastest business networking sites on the internet). This is just the tip of the iceberg. Another way to promote your work is to start doing freelance, it's a lot of work but it's a great way to build a professional reputation with people and if your customers like you they will most likely recommend your work to other people looking for artist (this is how I got my start before I got my first official "art" job).
So as far as Linkedin goes I recommend setting up a Behance portfolio that you can link directly to your page, and show of your most commercially viable work; Graphic Design stuff, commissions, and concepts. Make a note on your page that reads "Available for Freelance and Contract Work" and give an appropriately named e-mail address so people can reach you. I also recommend joining "Groups" that fit your interest and try to expand your network that way. Some people don't like being spammed so they will block access to their Linkedin pages and you won't be able to send them requests. Linkedin much like DA is exposure based so do your best to put yourself out there. Commissions are a pretty good way to make a little bit of money on the side and is a really good discipline towards increasing your professionalism however very seldom will you come across people on Linkedin who are looking for comissions. I advise looking for **PAID** freelance projects and contract work in any groups you might join.
Feel free to PM me if you have any other questions so we don't hijack Marcs thread! :-D
Thanks a lot for this very interesting videos!! I have a quick question: do you think it could be easier to work freelance rather than trying to find an in-house position? I mean, is the video games making world really interested in freelance artist or you have to be the best of the best to work that way?
Unless you're very well known/talented, working freelance is a life of poverty. Easier to get an in-house gig. Don't forget I'm not talking about any of the smaller studios for portable games or browser games. Definitely a lot of jobs there, it just doesn't pay nearly as much because the skill level required isn't as high.
Thanks for posting this video, it was really helpful especially since I'm considering working in video games later on I would love to see more of these kinds of videos talking about what it's like to be in the video game industry if you still have more to say. Thanks so much!
Thanks for the differents answers! But just to know what is your job? are you just a 2D artist or 2D and 3D artists? because I want to study 3D realization in a school but the school is very expensive so I have to think about the offer and demand on this job.
I'm a 3D character artist! I do some 2D here and there but not that much. I prefer to keep it as a hobby as much as I can. If you want to go to school for 3D, look into online schools first, those are way better and way more affordable than regular schools who just want to steal your money and give you nothing in return.
Great friends of mine recently opened their own school, they were leads at major studios and incredible artists, so their know their stuff, worth checking out: www.gc-academy.net/
Not the only school around, but the only one I know for sure is top quality.
Are there only 1000 in-house positions, because most of the work is done by freelancers? Most artists i know get hired per project and worked for a large number of studios.
One more question: You say in-house is where the money is. Why is that? From personal experience running your own company pays much better. Specially considering that you can work for a large number of industries, from movies, to games, to cover-art, to industrial design and so on.
I´m not questioning what you say. Just trying to get a clearer picture of the industry.
I added a note in the video, the real number was 500 character artist positions but its fair to assume there are a bunch of other studios who didn't make it into the survey, hence the 1000 number. To include environment artists and prop artists, we can probably bump that number to 3000 worldwide. Still, the open positions out of all these are only a small fraction.
Also, I'm not saying to work in-house to make the most money. If you're a superstar, you can make much much more doing freelance. I was just saying, out of all in-house positions, those located in the two cg hubs I mentioned are the ones who pay the most by far.
Running your own company is the best indeed. Much better to pay people for their time than get paid to give away yours Its out most important resource after all.