What do we look for in a candidate?

Stylized Character Artist:

Hey fellow artists! Here are some things that we look for (at RD) when receiving portfolio submission from artists applying for ‘Stylized characters’.

  • Very strong understanding of Low Res game geo

    We look heavily at examples of low res geometry, UV packing, strong and clean toplogy, equal pixel ratio on uvs, Strong baking of maps. This is crucial for us to have candidates who fully understand start to finish in creating game assets. Your portfolio should showcase this.

  • Strong examples of cloth sculpting

    Believe it or not, this is the #1 reason we look over most portfolios. Not having a strong understanding of cloth sculpting makes it difficult for us to move forward with clients. This doesn’t mean using marvelous, but it does mean having a basic understanding of how cloth and folds should look and react in a stylistic way. Look up some recent of examples of ‘Fortnite’ characters to get a better understanding.

  • Texturing abilities:

    We look at how an artist can complete a character start to finish. This means texturing as well. Having a good understanding of PRB materials and showcasing a ‘stylistic’ approach to texturing your characters are very important. Ensure the characters are not ‘flat’ and have some depth and stories to tell in the way the textures are presented.

  • Subject matter:

    We are looking for artists who can fully create nicely looking stylized characters that showcase great examples of all of the above. With this said, ensure that the subject matter is easy to understand and can translate to day to day assets you might recieve from us (or any company.

  • Don’t show a ton of WIPS.

    We (and any company) wants to see how you can start and finish an asset that compliments the notes above. Showing a bunch of half finished characters and sculpts really doesn’t showcase that. You don’t have to have a ton of characters on your portfolio just enough to showcase you understand the fundamentals.

  • Show your assets in all stages (and in Engine)

    When sharing assets online, try to showcase Hi-poly, Low-res, geo, (uvs if possible) and finally, textured in game assets. This will go a very long way to showcase you know the in and outs of production.

We hope this info helps!