Looking at future jobs is a daunting process. Because
landing one of these jobs is what this is all about. Looking at them right now
in first year is just an exercise, and the idea of actually getting a job in industry
seams miles away……….right?
Nope
It isn't that far away at all. If the next two academic
years go as fast as this one did (I’m shore they’ll go faster), well as far as
what it felt like. I’m going to have to be landing a job in industry in about
two metaphorical months.
Now that is scary, so it’s about time to start looking at these
types of things and taking them seriously.
Now what type of job should I be looking for?
I’m more drawn to design, whether its characters,
environments, or props I’m not shore which I favour right now. I think I lean
slightly towards individual bits of design, so not whole landscapes, although
this is where I feel I am weakest right now, so this thought might just stem
from that. Although I have enjoyed many project which have had no design at
all, e.g. the Transit project which I loved.
Also to be honest I come from a background of doing some
pretty mundane jobs (quality checking food products going past you on a conveyer
belt for up to 60 hours a week), so I feel I would thrive on simply having an
awesome engaging job let alone the perfect one. Which is what the original
question seems to be asking for. It’s all good aiming for the stars, but if you
miss but still land somewhere awesome, it’s important to not get hung up on
missing and to simply be happy with the amazing place you are.
So to get an idea of the level I would need to eventually
compete with in this job market I looked through the EA website reading many of
their job vacancies. I chose EA simply because they are a massive company so
they would have a vast list to choose from.
Analysis
In the first and second paragraphs BioWare are selling
themselves. The function of this sheet is to get the best possible employee, so
as well as putting off the weaker artist they also want to draw in the really
good ones. Here BioWare are trying to get you excited at the prospect of
working for such a varied and successful company.
The third paragraph is still doing much the same by stating
how important you are to them. It’s also brings in the idea that you will be working
as part of a large team, so soft skills are necessary.
Up to this point this Job description could still be for
many jobs, and BioWare potentially begin many of their vacancies with these exact
paragraphs.
Now with paragraph four we get into the nit and gritty of
this particular job. Its important when
reading about what you will be doing within this job, to realise that you will
have to prove through your portfolio and interview that you can already do
these tasks.
During this paragraph and paragraph five there are certain
words which are used to make the less confident applicants question whether
they are fit for this role. These are words that illustrate the importance of
the job you will be doing and the extreme quality they are expecting of you,
words like, vital, photo realistic, highly complex, skilled, responsible and
saying regardless of style. These words apply pressure on you as an applicant,
and might put you off, only the best will remain. You will have to prove that you meet up to these phrases
some of them via portfolio, like skilled and regardless of style. But demonstrating
an ability to be responsible for your own work might be more difficult. You try
and cover soft skills like these during your interview, with your cover note
and your reference. How you will ascertain these skills is down to life
choices, previous job experience, a placement, by successfully completing
projects throughout your degree and how you conduct your self during team projects.
Paragraph six is a list of hard traditional art skills that
you require. You can’t just be a digital artist and modeller. It also real’s off a list of soft skills.
Paragraph seven and the list below is a description of the
portfolio you should provide them with. You know that it must be a demo real,
and contain pieces that exhibit an excellent understanding of the listed criteria.
The higher up the list the greater the importance. The first few points are of extremely
high importance if your portfolio can’t demonstrate these points don’t even try
and apply. Some of the lower points can probably be slightly lacking. But as
with any job application, always assume there’s somebody out there who is
better that you. So trying to cover all the points might be vital.
Conclusion
As I sit right now obviously I am in no way shape or form
ready for this job. But after two years I think I could probably cover most of
the hard skills, but I would probably have to specialise quite early on so that
my character design and modelling skills are high enough. Also this is a senior role so they probably wouldn’t
consider you without experience, so a placement would be vital, at very least.
Most senior roles ask for around three years of professional experience in
their required field.
I think with a job like this specialising is key, you would
have to demonstrate that you are a passionate natural character modeller. If
during this course I did this, if also I had industry experience through a placement
and maybe another years’ experience I don’t think applying for this job would
be unreasonable.
I need to understand that this course is an opportunity to
become truly amazing at something, to use this mastery and confidence to get a
job, and then enjoy living in a creative and engaging environment.
http://careersearch.ea.com/ca/edmonton/art/jobid4915574-senior-character-artist-jobs
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