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  Building Your 3D Resume
by Luke Ahearn
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July 16, 1999 Article Start Page 1 of 4 Next
 

What makes a killer 3D resume package? Killer 3D, plain and simple.

In the past several years, I have looked at literally thousands of CD-ROMS, videotapes, web sites, slide shows, images, and AVIs - and that's only the 3D stuff. With such fierce competition, you need to stand out. Most of what I get (a full ninety-five percent) has no redeeming qualities. But in most cases it's the submitted material, not the individual's skill, that's of little value. If you work at it, you can make yourself and your work stand out.


Below is a list of items that, if addressed, will greatly increase your chances of being considered for and landing a job. These items are not hard and fast rules, rather they are guidelines you should be aware of when conducting your job search. There are tons of books and articles on the subject of resume writing, submission strategies, and all the common aspects of job hunting. You must tend to these aspects of your job search as well. This article will focus more specifically on the content and presentation of your 3D work.

Show, Don't Tell

I once received a five-page snail mail letter from a 2D artist raving about his own work with absolutely no images. He didn't even sign his name; it was printed (in dot matrix). He had no e-mail address, phone number, or URL. I guess I was supposed to write him back. I didn't waste my time.

On the other hand I once received an envelope with both the to and from address hand-lettered. There were several sheets of really talented artwork, and a note that said simply "I am sorry I have no e-mail address. My phone number is 555-5555. Please call collect if you wish to speak with me." I called (not collect) and hired the individual.

Let your work speak for itself. Don't describe it overly much. Listing what applications you used is great, but don't oversell yourself.

Focus

Since larger companies hire larger teams and more people with specialized jobs, focusing on a strength may help you get a job. Even a small developer will see your best work when it is focused and will be more impressed by it. Don't try to be a Jack-of-all-trades. Define your 3D strength and briefly discuss it. Are you an animator, a model builder (low resolution, high resolution, organic, mechanical), a texture artist, good at lighting, color composition, or what? This specialization will especially be helpful in a larger company.

Don't drown your cool model with crappy textures and poor lighting. Maybe a really cool model should be shown in wire frame and/or with a solid color on it. If your specialty is modeling, take out the cheesy music your friend wrote and ax the crappy textures you stole off the net. Show me the model.

Don't overload your demo tape, either. Okay, that chrome ball with the reflection map floating over that checkered floor was awesome when you rendered it two years ago, but leave it out of your demo tape. Your demo tape should be short and contain your best stuff. Do not stuff every flying logo you ever created in there. One or two is enough.

 
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