What Do Triple-A Companies Look for When They Give Feedback on Your Work?
summary
Presentation explains what major (title) game companies look for when giving feedback on submitted art for their projects, focusing on criteria used to evaluate 3D character work. It covers specific production expectations and points artists should address to meet studio standards, drawn from the perspective of a 3D character artist at DragonFly Studio.
AI-written summary · about
chapters (31)
- 0:00Introduction
- 1:15What companies look for
- 3:24Styling and references
- 4:28Work stages: blocking/details
- 5:11Quality blocking rules
- 7:37Proportions and color
- 10:48Proportion errors and fixes
- 12:12Blocking mistakes
- 15:46Line and detailing issues
- 16:51Rushing detailing
- 18:19Avoid messy blocking
- 21:31Detailing importance
- 22:57Rest zones
- 24:02Detailing visibility
- 25:28Detailing errors
- 27:14Over-detailing risks
- 27:58Detailing and silhouette
- 29:47Female character work
- 31:12Summary
- 31:53Feedback after rejection
- 35:26Deadlines
- 37:30Avoid over-detailing
- 39:16Test deadline tips
- 42:08Imperfect concepts
- 43:40Soft skills
- 46:11Anatomy and drawing
- 49:06Personal projects
- 50:53Burnout prevention
- 54:08Software differences
- 55:54Following the concept
- 56:58Working on projects
related talks
14mPeer Feedback Processes in the Game Industry
38mAsk Me Anything: Questions for the Artists.
23m3D Generalist and Collaborative Teamwork
54mThe Art of an Art Professional's Career
58mArt Contests as a Road to AAA
26mFireside Chat: How to Impress Recruiters with Your 3D Portfolio
54mWhat Kind of Art Lead Not to Be
31mPanel: Tutorial Mode: What Every Developer Needs To Know Before Joining the Games Industry.
