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#1 | ||||||||
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Junior Member
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Hello everyone!
I've been trying to break into the game industry since 2008 but I haven't had any luck yet. So I could really use some feedback on my portfolio so that I can be pointed in the right direction. http://www.btm3d.com |
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#2 | ||||||||
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Administrator
Location: UK |
The portfolio looks decent so I do wonder if is just a case of 'more' for the 3D work. The resume is really dense and I just couldn't read it so you would want to adjust the content and layout a fair bit.
I noticed that there are some art pieces associated with projects so those could use some context on the project for the portfolio (what the project/competition is about etc). There are also some projects in the resume that don't have art pieces in the portfolio.
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Steven Yau [Alix Games Blog] [Portfolio] [How I broke into the Games Industry] [Why I left my Games Job] [How to be a Games Tester] [Getting back into the Game] |
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#3 | |||||||||
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Junior Member
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Quote:
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#4 | ||||||||||
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Administrator
Location: UK |
Quote:
Quote:
Get rid of the '-' for the headers. 'Key Production Skills' is useless. EVERYONE and their dog says that. Kill it or prove it by providing examples. Unless the job explicitly asks for it, get rid of Windows XP, Word, Mac OSX and PowerPoint from Software Experience. Is Work Experience your Job History? Should you freelance section content be under this heading? If it is a mixture of hobby projects and Work, separate them. I would stick IGDA under activities and get rid of the Professional Affiliation header. Make the margins and footnote areas smaller. It will give you more room to space stuff out. Get rid of the / in 3D Modeler/Texture Artist and replace with 'and'. Get rid of Professional Skills text, it serves no purpose.
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Steven Yau [Alix Games Blog] [Portfolio] [How I broke into the Games Industry] [Why I left my Games Job] [How to be a Games Tester] [Getting back into the Game] |
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