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Topic : "I Need Work... And A Direction..." |
jzero member
Member # Joined: 15 Jan 2001 Posts: 57 Location: Dallas TX USA
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Posted: Mon Jan 22, 2001 9:07 am |
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I'm a working designer/artist, but not in the game field. I have an illustration background, but I have never gotten any regular freelance work off the ground (and that's my fault only). Now, I need some advice from working game guys out there. I need freelance work, because I have a day job to hold down, and a family to take care of, and no relocation allowed.
Here's the question: How much freelance work is available in the game field, and of what type? I do not have a consistent portfolio together because I have not been doing the type of work that I want to get. But I know that I can put together something to show in a very short time. Here's the type of work I can do: concepting, character design, modeling, texturing, and some basic illustration (not full-res painting).
Is there any demand for freelance work in these areas? If not, I'll find something else in some other field. But this is the field that I think I have the most to offer. I don't want to generate samples for an area where there is no work to be had, that would be a waste of my very limited time. But if somebody can toss me a clue where to look, that would help me focus.
As Hogarth sez, "this one is for pro-fessionals own-lay!" (Iron Giant)
/thnx
/jzero |
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quaternius member
Member # Joined: 20 Nov 2000 Posts: 220 Location: Albany, CA
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Posted: Mon Jan 22, 2001 11:12 am |
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Hmmm... Have you already done a search in the archives section of this Forum? I would first check the forum member's occupation list, get the names/nics of the folks in the industry and do some searches under their names for info. on freelancing. You could also email those companies listed, to see if they use freelancers. {Hey, that's a good idea, I think I'll use it myself =) }
I seem to remember Shane Caudle had some good things to say on this subject.
I think there's always room at the top. Competition is fierce for the coveted concept work. If your stuff is truly outstanding you'll get hired freelance. My friends in the industry are all working directly for their gaming companies however. Their companies kinda prefer the moment to moment control that "in-house" provides. And I know of several game companies that have specific rules against hiring freelance. On the other side, Film,TV and Web primarily use freelance, (but you knew that already).
If you don't have a great portfolio pulled together yet for games, you might want to "hire-on" to a game mod group, or start your own game mod work and get known in the gaming community.
When the work/openings come up a lot of companies go to the online communities first.
(Apologies if you know this stuff already)
Q |
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quaternius member
Member # Joined: 20 Nov 2000 Posts: 220 Location: Albany, CA
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Posted: Mon Jan 22, 2001 11:28 am |
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geez - did I NOT answer your question at all or what? Sorry. As a freelancer I've found "freelance" games work fairly sparse. However, I've been offered full-time positions "instead" at games companies a number of times, so it's not that the work's not out there - I just think there's a preference for "in-house" for most companies. Probably for legal and privacy reasons as much as anything else.
Just my opinion.(grain of salt must be applied by you)
Q
p.s. I'll be watching this thread too for interesting responses.
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jzero member
Member # Joined: 15 Jan 2001 Posts: 57 Location: Dallas TX USA
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Posted: Tue Jan 23, 2001 12:40 am |
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Thanks, Q...
I have researched freelancing in the game field before, and found it's generally in-house. The reason I posted here was to try and get 'grapevine' info on what might be the exception.
And I should clarify my reasons for posting, also: I'm trying to decide what path to follow. I have a variety of angles I could pursue, but I'm trying to figure which one is the best. I'm looking forward to more posts, too...
/thnx
/jzero |
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Freddio Administrator
Member # Joined: 29 Dec 1999 Posts: 2078 Location: Australia
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Posted: Tue Jan 23, 2001 6:38 am |
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I think this deserves a *bump* |
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jzero member
Member # Joined: 15 Jan 2001 Posts: 57 Location: Dallas TX USA
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Posted: Tue Jan 23, 2001 8:08 am |
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Uhh... is a *bump* good or bad?
/jzero |
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Ko member
Member # Joined: 17 Feb 2000 Posts: 457 Location: Aarhus, Denmark
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Posted: Tue Jan 23, 2001 8:15 am |
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Hehe jzero.... you did it yourself!
*bump*
Ko |
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jzero member
Member # Joined: 15 Jan 2001 Posts: 57 Location: Dallas TX USA
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Posted: Tue Jan 23, 2001 10:41 am |
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Kool... I get it... [*bump*]
Perhaps I should add one more thing. Does anyone know how open/fertile/good the market is for illustration in game mags like CGW, the console mags, etc? Just wondering.
/jzero |
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