Other than that, I visited more booths and got more constructive feedback for portfolio:
Telltale Games
- overall, strong concept art. If you're looking into becoming a concept artist, build a concept art portfolio. Specify!
- known to be stylized, so lean more towards style. Still include realistic.
WB Games
- couldn't get a portfolio review
- managed to get a contact for the division that made Batman: Arkham Asylum
- couldn't get a portfolio review
- managed to get a contact in case an internship position opens up
- looking for a technical artist
Activision (again)
- revisited here because I forgot to get a contact name yesterday.
- got another portfolio review from a different person
- strong concept art
- suggest leaning towards environment art
- add depth to the environment concept I have. Break up the space between the foreground and background.
- models looked decent. If interested in prop modeling, I was suggested to look into an internship at Treyarch.
- strong concept art, especially in the characters
- include silhouettes and process work! Show more concept.
- current environment art piece is lacking.
- needs depth and atmosphere
- overall looks airbrushed. The lighting on the subject is too strong - push it back. Be bold with the brush strokes: use sharper edges!
- textures on the individual props models look good
- treehouse screenshot of the living room interior should be removed from the portfolio
- can see many flaws: no contact shadows, lack of transitional edges
- needs more attention to detail
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The Ringling alumni party happened at the end of the day, which was very fun! I met up with my TAs back in precollege at Carnegie Mellon's National High School Game Academy program: Ben Taylor and Dawn Rivers, which was a blast! It was an overall great social event, one that I know I'll never forget. The party was going to continue on at another bar, but I couldn't go... (cough age cough).
So ends the second day of GDC! :D