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Freelancing

  • deceiver
  • May 11, 2010 at 1:38 AM
  • deceiver
    • May 11, 2010 at 1:38 AM
    • #1

    So, the job search isn't going so good as noone seems to be looking for juniors in Quebec right now. I've still got university as a backup at the NAD Centre, so it isn't so bad. However, I've started looking for paid freelance jobs as a games artist to do during the summer and during uni. Other than game-artist.net, gameartisans or conceptart.org, any other site you'd recommend checking out for freelance opportunities in games? I've checked out the outsourcing companies as well such as Shadows in Darkness and Liquid Development, no answers yet so far. Does anyone by any chance know specific people in outsourcing to contact about contract work or such? Also for those that have contracted before, what rates would you typically charge for say a prop, vehicle, character, etc.?

    Would be great if you talked about your freelancing experiences as well!

  • DaanO
    • May 11, 2010 at 4:32 AM
    • #2

    To be honest, i really wouldn't know about the climate in the game industry right now (it's been years since i tried getting a job there) but i do know a little about getting freelance contracts in the art world in general. First of all, don't send email. Go places, meet people, call people and only then send an e-mail. It's way to easy to say no on the phone, and people will generally trust people only after they've met them. Besides that i can only think of less important pieces of advice, like only use 10 or less images in your portfolio. But the most important thing is the first. I remember, and i don't think i've ever told anyone about this, that when i wasn't even a decent leveldesigner, i applied at Guerrilla Games (don't even know if they still go by the same name, they're the guys that made Killzone). I just went there with my crappy portfolio on a burned CD, and asked for a meeting. The level designer guy was away at the time so i didn't get it, but even though my portfolio was below par, they called me later and asked if i wanted to send them updates of my portfolio, they wanted to keep track. This won't seem to be much, but when you think about it, they put effort into it. They didn't just turn me down, even though i practially just started. Enthusiasm is everything, show it.

  • 2d-chris
    • May 11, 2010 at 12:23 PM
    • #3

    what peris said, at least from my experiences in the industry ;P

  • Zacker
    • May 11, 2010 at 12:42 PM
    • #4

    I have been doing a bunch of freelancing over the past few years and pretty much all of it has just been offers that I have received through my network. So I dunno so much about official channels, but if you make yourself known in the game dev community in your area, then the offers will come. I can quite recommend this freelancing actually, you rarely know if you have a job in 3 weeks, but after some time you get used to that an offer will come just when you are ready for the next task.

  • deceiver
    • May 11, 2010 at 3:14 PM
    • #5

    Well...seems like I just landed my first *substantial* freelance job on the upcoming X-Com remake, Xenonauts, as a 3D Scenery Artist through one of my classmates. Not industry rates by any means, but it's something, good chance to expand portfolio and work on a game people are looking forward to.

  • 2d-chris
    • May 11, 2010 at 7:29 PM
    • #6

  • Grinwhrl
    • May 11, 2010 at 7:31 PM
    • #7
    Quote from deceiver

    Well...seems like I just landed my first *substantial* freelance job on the upcoming X-Com remake, Xenonauts, as a 3D Scenery Artist through one of my classmates. Not industry rates by any means, but it's something, good chance to expand portfolio and work on a game people are looking forward to.

    grats

  • Warby
    • May 11, 2010 at 8:05 PM
    • #8

    i cant give you any advice because i seam to be completely incapable of swinging myself a freelance gig anywhere

    ... but tons of startups and mod teams would love to have me for free D: :ssj:

    ironically enough though:

    i am drowning in "full time/on site" job offers at any given point in time

    ... from some very high profile studios too !

    but i just want to live in hamburg please !

  • dux
    • May 11, 2010 at 8:34 PM
    • #9

    Freelancing for indie studios is generally where I tend to find myself. Although the pay is lower than being on site with a mainstream studio. Like Warby, I like living where I am.

  • Hourences
    • May 11, 2010 at 9:33 PM
    • #10

    Getting freelance opportunities all comes down to:

    a. your name and fame

    b. your big network of contacts

    c. your superior skill or unique specialization

    If you don't have at least 2 of those forget it, you won't be able to live of it for a prolonged period of time. Freelancing is more difficult than working onsite on the contrary of what many people seem to think.

  • deceiver
    • May 11, 2010 at 11:52 PM
    • #11
    Quote from dux

    Freelancing for indie studios is generally where I tend to find myself. Although the pay is lower than being on site with a mainstream studio. Like Warby, I like living where I am.

    Thanks for the feedback on the subject guys!

    And speaking of which dux, is Unknown Worlds looking for a Modeler or Texture Artist right now? Was thinking of applying, maybe I could go through you ?

  • alecmoody
    • June 2, 2010 at 8:33 PM
    • #12
    Quote from Warby

    i cant give you any advice because i seam to be completely incapable of swinging myself a freelance gig anywhere ... but tons of startups and mod teams would love to have me for free D: :ssj:

    ironically enough though:

    i am drowning in "full time/on site" job offers at any given point in time

    ... from some very high profile studios too !

    but i just want to live in hamburg please !

    soenke i will trade you.

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