Just a post where I plop research into art tests, listing some faqs and such .... just a random lot of research.
I’ve been asked
to do an art test, and I’m afraid that I’m giving this company a free
model or texture they can use in their game. That’s always a
possibility. But most likely the test they give you will require more
work than what they are doing now. I suggest that you put the finished
work on your website, as this would make for a great portfolio piece.
It’s not worth fighting the company or accusing them of such things. Art
tests are meant to be challenging, and in some cases, can be a lot of
fun. Just make sure you show the proper amount of respect and they will
show you the same. If you’re lucky and the company isn’t busy they will
offer feedback on your test so that you can improve you skills. Better
yet, they hire you! This brings up another question: why do an art test? Basically it shows
the art team what you’re capable of in a specific amount of time. In
most cases you will be asked to keep track of the time spent on the test
and provide that information when you’re done. The art test also shows
your range of abilities. If you are applying for a position that is
greater than your current level of experience then an art test is
usually warranted. It’s nothing personal against you, but if you only
have 1 year of experience and one title shipped and the requirements for
the job say 6 plus years with 3 titles shipped, they want to see if you
have the amount of skill needed.
http://www.gameartisans.org/forums/threads/5970-Art-Test-Master-List/page3?s=f0b2109fb1ef929d828828567065e633 - website listing various art tests.
Useful tips from - http://www.jonjones.com/2013/06/24/art-test-tips-twitterblast/
ARTISTS! Art Test Tip #1: NEVER be afraid to ask questions. It’s
expected! However, a) DON’T ask just to seem clever, and b) DO try to
ask them all at once.
ARTISTS! Art Test Tip #2: Follow directions precisely. You’d be
astonished how often this DOESN’T happen, and it’s completely avoidable.
ARTISTS! Art Test Tip #3: We give directions, but also read between the lines at what isn’t said to add extra polish.
ARTISTS! Art Test Tip #4: Be tidy. It’s as technical as it is
artistic. Tidy outliner, clean object and filenaming, organized layer
groups in the PSD, etc.
ARTISTS! Art Test Tip #5: Be on time. If you’re going to be late,
acknowledge it the *INSTANT* you know you will be late, and politely
propose a new date.
ARTISTS! Art Test Tip #6: Log your time and be honest about it.
ARTISTS! Art Test Tip #7: Overdeliver, within reason. “Is there a way
to jazz this up a little within my creative, time, and tech
constraints?”
ARTISTS! Art Test Tip #8: Unless they say otherwise, assume the art
assets are meant for a realtime game. Construct the assets accordingly.
ARTISTS! Art Test Tip #9: When submitting, always send a separate
confirmation email. FTP uploads don’t notify, and large email
attachments sometimes bounce.
ARTISTS! Art Test Tip #10: Think hard about how you distribute detail
with polygons and texture. This says a lot about how you think.
ARTISTS! Art Test Tip #11: Make sure the zipped art test contains
ONLY the files needed, not dozens of extra directories or files
(.mayaswatches, I’m looking at you).
ARTISTS! Art Test Tip #12: If you’re asked to provide diffuse,
normal, and spec maps… don’t randomly just not use them and not explain
why.
ARTISTS! Art Test Tip #13: Don’t include files with random names like
“SomethingWhatever.tga” or “DammitPleaseWork.jpg” or
“OwlsWithDiarrhea.ma”
ARTISTS! Art Test Tip #14: DON’T PUT ART TESTS IN YOUR PORTFOLIO! a)
It means you failed the test, and b) I’ve already seen 50 other people
do that one, and probably better.
ARTISTS! Art Test Tip #15: Ask your friends to look over your work.
Be willing to accept criticism. Don’t make people wonder “did he even
look at the reference?”
ARTISTS! Art Test Tip #16: Don’t let your own self-doubt keep you
from finishing or submitting. It’s their job to evaluate you, not yours.
Stay strong.
Lots of stuff to keep me going here :3
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