SUMMARY


This document provides an overview of the interview process for artists looking to enter the games industry. It covers the stages of discovery, first interview, art test (sometimes), and final interview, emphasizing the importance of having a polished CV and portfolio, as well as taking the time to make informed decisions about whether a company is a good fit. The document also includes advice on dealing with rejection and emphasizes the importance of persistence.

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TABLE OF CONTENTS

◽ASKING FEEDBACK

▫️ Targeting feedback


When asking for feedback you should be looking for targeted feedback, this helps you stay focused on the things you want to improve on your art and stop you from getting overwhelmed with a ton of feedback you don’t need or want.

▫️ Giving enough information


Give your work a little backstory and explain what you are trying to create, doing this helps people be more specific and directed with the feedback they give.

▫️ Add additional information and requests


Saying something like "... But I'm also open to hearing other point of feedback" can also help you get additional feedback if needed. You can also add additional information to your request to help people giving feedback.

<aside> ❔ **EXAMPLE OF ASKING FEEDBACK

”**(Give information on the work) Hi, I’m currently working on this (Be specific) underground bunker from the 1940’s and am looking for (Additional information that might help) feedback on my composition and models. With this portfolio piece I’m trying to get closer to applying for a job at “Company X”

</aside>

◽GIVING FEEDBACK

▫️ Constructively is crucial


Helping someone improve their art and helping them grow are the main reasons why you want to give feedback and the best way to do this is by being constructive.

This means that a balance between being critical while mixing it in with praise and things you like about their work is crucial.

▫️ Be specific and use examples


Visual examples are the best form of giving feedback, this is why overpaints and images added on top of them can add so much for visual feedback, it gives us artists something to look at.

Stay away from non concrete images and words, for example: “Let’s make this shape more fun” Fun in this sentence doesn’t contain anything concrete and leave too much room for interpretation.

A better example could be “Let’s make the top of the shape more square and have a pear like form for the rest of the shape” this is actionable.

▫️ Involve the person into the conversation


Instead of saying what or how they need to do something, ask what they would do and let them explain it first, this always opens op the conversation and allows you to highlight the good ideas they bring to the table.

▫️ Support their vision


Really important for artists, we always have a base idea for the work we do, and it’s horrible for someone to come in and stomp all over it and enforce their own idea on it. Instead of doing this try to build onto it instead, add onto the base idea the other person already has and make it a real collaborative brainstorming session.

If you don’t like some of the ideas that are there then always be ready to suggest multiple alternatives, especially visual example ones are always great to inspire each other.

It’s their work and their time they will put into it.

▫️ Unsolicited feedback is useless


Always start giving feedback with the simple question “Can I give you some feedback?” this allows the person making the art to choose whether they want to get feedback or not. If you just give feedback to people who don’t want it then you are just wasting both your time and their time.

<aside> ❔ EXAMPLE OF GIVING FEEDBACK

"(Start positive)

I like the composition in your artwork,

(Follow up with feedback and explain why)

but I think that the colors don't work in your scene. The green is currently really clashing with the blue and is pulling the focus away from where you want to attention to be,

(Optional: Add suggestions)

maybe you can experiment with some contrasts between some orange and blue to make them stand out from each other.

(End on positive)

If you push the contrast there it will also help emphasize the nice shapes of your props that are so nice in your scene already"

</aside>

◽RECEIVING FEEDBACK

▫️ Don’t get defensive


It’s rough for someone to come in and change or adapt what you have put so many hours into. But try to not put up that defensive wall, especially when asking for feedback. Always treat it as

▫️ It’s a two way street


Feedback is a conversation, usually they are professionals that give feedback but don’t let that stop you from adding your points or ask question either.

Someone giving you feedback is a great opportunity for learning more and asking specific questions, so don’t waste this great opportunity.

▫️ Feedback is a process


One time feedback might help you in the short run, but it’s super valuable to keep this going over the long term. So find people or communities that want to give you regular feedback if you ask them.

Because feedback isn’t only about improving your work but also training your artistic vision and insight.

▫️ Make mistakes


Don’t be afraid to make mistakes when asking or receiving feedback, the more open and vulnerable you are the quicker you are going to be growing and learning.

Plus whenever you get feedback from more experienced people around you, they have all been in those same shoes as well, so keep that in mind.

▶ ADDITIONAL RESOURCES

How to Give Feedback to Artists - 3D Artist Essentials (Part 1/2)

How to Receive Feedback as Artists - 3D Artist Essentials (Part 2/2)

Receiving Feedback: Make the Most of the Feedback You Get at Work

Maximizing Artistic Critique: Improving Communication for Everyone Involved in Critical Feedback