Computer Graphics World

January / February 2017

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j a n u a r y . f e b r u a r y 2 0 1 7 c g w 3 1 ADDITIONAL TIPS MAKE IT EASY FOR THEM Keep your portfolio simple, quick, straightforward, and high resolution. The individuals looking to hire you don't have a ton of time on their hands and just want to view your work. LESS IS USUALLY BETTER Oen you want to show off all the work you have collected and done within the last couple years and show your wide array of abilities. Oentimes this seems like a good idea, but actually it fights against you. You are only as good as your worst piece in your portfolio. Less work is OK if the quality is high. Making a more concise and smaller portfolio will allow employers to see your potential quickly and effi- ciently, and no one is going to say, "Wow this person has no work," as long as the work they see is great! GET EXPOSURE Get as much exposure as you can as an artist. Post on forums, post on YouTube, post on Vimeo, post on whatever site will allow you to publicly display your work. It not only gives you the opportunity for feedback, but also makes your work more recognizable and more popular as an artist. Google yourself and see how you come up. Make it so if anyone Googles you, they immediately can find you and the work you want to be seen. BRANDING AND MARKETABILITY With so many people looking for work within the digital art realm, ev- ery artist needs to know how to not only make amazing artwork, but also how to market themselves. Establish an identity, make a logo, and decide on a color palette that transcends your portfolio, your business cards, your demo reel, and everything you put online. Brand yourself, and make your work easily recognizable at a glance. When someone sees artwork online and immediately recognizes the artist based on the work and the presentation, there is real power in that. These are some of the exciting topics that will be covered in the March.April 2017 issue of Computer Graphics World magazine. ¢ TELEVISION EFFECTS – How studios are pushing creative boundaries on the small screen. ¢ REAL TIME – Using real-time gaming technology for unique TV animation. ¢ CREATING CHARACTERS – Incorporating the latest modeling and animation techniques in feature films. ¢ EDUCATION – Keeping ahead of the curve in the classroom. ¢ SPECIAL FOCUS ON HARDWARE – A look at the latest trends in workstations and monitors. FOR ADVERTISING INFORMATION CONTACT OUR SALES TEAM MARI KOHN, DIRECTOR OF SALES 818. 291.1153 | mkohn@copcomm.com LISA NEELY, CORPORATE MARKETING & ADVERTISING SALES EXECUTIVE 818.660.5828 | lneely@copcomm.com WILLIAM R. RITTWAGE, PRESIDENT/CEO 818. 291.1111 | brittwage@copcomm.com next issue BONUS DISTRIBUTION AT NAB modeling. If you want to be a rigger, spend time rigging. If you want to animate, spend time animating. If you want to light, spend time lighting. If you want to composite… well, the list goes on, but you get the point. This all starts with your demo reel. Create projects that look like professional projects, and this will get you one step closer to that first big gig aer graduation! Remember, if you think like a profes- sional, you will succeed as a professional. If you create profession- al-looking demo reel pieces, then you will have a professional-look- ing demo reel. But it always needs to be focused on the area that you are specializing within. That's the key. At the end of the day, if you were sitting in a demo reel review and you had to compare two student reels, would you pick the one that looks professional or the one that clearly looks like a bunch of non-focused student projects? I think you know the answer. Now go out there and create some awesome art! ¡

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