Game Development Reference
In-Depth Information
Types of Flatbooks
The following is a list of types of flatbooks you can prepare, depending on your
interests and the type of job or internship you're applying for:
a r t Avoid copying other artists' work. In other words, don't include your draw-
ing of Spiderman or copies of World of Warcraft characters. Do your best to
show original work. Art directors who want to hire artists or interns are looking
for the basics: perspective, anatomy, life drawing, gesture drawing, environments/
landscapes, and portraiture—good, solid drawing skills.
Showcase only your best work, and place the best of that on the first
page (never the last).
Don't use pieces in progress.
Avoid titles unless absolutely necessary.
If you're showcasing 3D models, then show your process, how many
polygons were used, and how well you constructed the topology.
When showcasing 3D character or creature models, pose them. Avoid
leaving them in the T-pose, and be sure to have them textured and
lit. It's also a good idea to place a character in a background, similar
to where you might see them in a game, although that isn't totally
necessary—it's just a good way to help set your work apart.
If the art you're showing was professional work (and that can include work
you've done on production teams in school or with friends creating your own
game), then add a title explaining the name of the project, what kind of project
it was, and what medium you used is standard.
modeling An enormous amount of 3D work is done for games these days, and
most companies are always on the lookout for good artists with 3D skill sets.
Choose your best work for the first piece.
Pose models, but avoid leaving figures in the T-pose.
Show your process. This is extremely important. Figure B.2 shows
how you can set a model up from mesh to finish, textured, painted
model. Unless you're applying for a texture-painting job, it isn't nec-
essary to include the map used for adding the texture and paint to
the figure.
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