Post date: Mar 20, 2015 11:44:30 AM
This year I again was unable to afford anything more than an expo pass so my notes/take aways from GDC this year are mainly derived from my experiences trying to network in and outside of the conference.
Last year was my first time at GDC and I ended up spending most of my time at the career center standing in lines to get portfolio reviews. This year was very different however, not only because the career center was completely devoid of any real opportunities but because I learned that the real networking happens outside of the conference at nearby bars and restaurants as well as the large company parties and that the networking starts long before you reach GDC.
1. Begin a dialogue before GDC - You never know where a conversation will lead you and what keeping a contact could bring so dont be afraid to reach out to ask a question or compliment someone on their work.
This year I really learned the importance of beginning a dialogue with individuals well in advance of GDC and maintaining those connections. Earlier this year I had begun talking with a lead technical environment artist from 343 Industries that I met on a polycount forum and continued to see pop up on a facebook page called Lunchcrunch. At first the conversation was just about a couple of incredibly useful .mel scripts he had created and shared online but eventually we began conversing more and more about different aspects of game development, what we did, and our art. Because of this long held dialogue I ended up being invited to a private luncheon he hosted during GDC for him and his close friends. There I met artists from Telltale, Epic, 343, Oculus, EA, and quite a few others.
Despite my urge to ask about open positions and to have people look over my portfolio I instead talked with many of his friends about their work and experiences in the industry. There were a lot of different personalities there and nearly everyone worked at a different studio, because of this I was able to get a bit of a better understanding of the life of an artist in the game industry. They made clear some aspects of the industry and The luncheon lasted for almost 4 hours and I got to know a few of his friends pretty well.
Due to having struck up a small conversation about .mel scripts and periodically keeping in touch I managed to be invited to a private get-together and was able to meet a lot of cool people and great artists.
2. Works In Progress can still impress - Even works in progress can impress, professionals are able to see your artistic ability and the direction your work us going even from unfinished work.
Toward the end of the luncheon my friend introduced me to a former coworker of his from 343 Industries who had been the lead world artist there until his very recent move to Oculus. Having seen my portfolio a week or two before GDC, my friend urged me to show him my portfolio, so I did. Despite my environment having been still a work in progress his friend apparently liked my medieval environment shots so much that he enthusiastically asked to trade information and told me he was going to try and get in touch with the new lead world artist at 343 Industries for me about a contract job.
From this I learned not to be nervous to show off work in progress. Experienced industry professionals can still clearly see your technical abilities, artistic skill, and line of thinking from the work. They know the process and the techniques can tell when someone has a weak or firm grasp of theses things from the art and image they are trying to accomplish. A few times I actually received the comment how people liked the blood splatters in my level and how the bodies were posed because it told a story that they could see clearly. Even though I hadn't yet gotten to put any destruction decals or small debris into my level they were able to see that I was attempting to tell a story and were able to see what I actually planned to do with it.
3. Don’t want to take the time for videos - Most would rather see a compelling story being told in a still image of an environment rather than a video.
When asked if my art was for a particular project I told them about how for our senior thesis we are to pitch a game idea, do the concept for it, build game environments and then create a game trailer for it. When I brought up how we make trailers I was quickly told how that was cool but that i shouldn't really plan on putting any sort of videos into my portfolio because not only do they not want to sit through a video but they feel like if a story can be conveyed in a still shot of an environment then thats even better.
4. Professionals frown on going to GDC only to network - Often they are deterred and feel as if people are striking up conversations with them solely to gain something from them.
Near the end of the luncheon conversation arose about how some professionals feel about people who go to GDC solely for networking. They see GDC as a time when they can meet old friends and acquaintances and find it actually rather annoying when people flood the convention with plans suck up and rub elbows with professionals in hopes of gaining something out of it.
It made me think about how I was perceived by people when I walked around looking to network. This made me actually think about what a lot of students and young eager artists do to try and get noticed. While I was at GDC I noticed a lot of portfolios being shoved into the faces of professionals and found myself thinking how I would hate it if that were ever to happen to me. People seemed to easily make the mistake of getting to the topic of their portfolios or about if a studio was hiring too soon in the conversation and it seemed to me like it would put people off. I later heard this from multiple veteran artists during the end of my friends luncheon, how they would much rather talk with someone and get to know them a bit before even bringing up the topic of anyones portfolio.
Most people would much rather talk with someone that appears genuine and interested in what they do and what knowledge they have to share than talk with someone who obviously is on a mission to get something out of them. They can tell when someone tries to start a conversation with them whether they are genuinely interested or have an ulterior motive. They pointed out to me that that is why a lot of people choose to have small private get-togethers, so as to not be harassed by the students and new artists.
After observing others at the conference and trying to understand what it would be like to be bombarded with portfolios and questions about job openings I learned that I should try and refrain from whipping out my portfolio until it actually comes up in conversation or I’m asked if they can see it. That way it is far less intrusive and annoying for them and we have the chance to become actual acquaintances rather than a quick meet and greet with a hurried portfolio fly through.