Don’t be put off by the fact that no junior artist jobs are listed on the website. When things get busy, people tend to focus on the most urgent tasks, so you may represent a ready-made solution to a staffing problem that the recruiter hasn’t got round to tackling yet. “Contact them even if there isn’t a position listed,” advises Coleman. “They may not know themselves that they need you to contact them.”

4. Be brief and polite

In your initial contact, keep things brief and polite. “Just say, ‘I see you have a game coming out soon. Here’s my portfolio: if you need any extra help, let me know.‘ Something as simple as that can get you your first job in the industry,” says Coleman.

5. Format your portfolio correctly

Work by Jaehoon Kim

There’s no ‘one format fits all’ rule when it comes to preparing a portfolio. Naughty Dog accepts submissions in many formats, including still renders, animated turntables, edited reels, and links to artist websites. But be mindful of the fact that your work will need to be passed around different people in the studio, so a format that keeps everything in one place works wonders. “A link to an online gallery is fine, but we love it when people send us a PDF of their work,” says Coleman. “It’s something we can share across the studio, and nobody has to click on links.”

6. Be concise

Keep the number of projects in your portfolio down. “Two or three great pieces is all you need in your portfolio,” says Coleman. “We don’t need 20 or 30 examples.” Including too many actually reduces your chances of getting hired, as the weaker pieces dilute the impact of the stronger ones.

7. Be specific

Lighting work by Leandro Amaral

During busy periods, a studio just wants to see from your portfolio that you’re capable of filling the very specific gaps it has in production. So focus on a particular skill. If you’re best at character modeling, show only characters; if you specialize in environment work, focus on that. Don’t throw in a bit of concept art and a bit of animation in the hope that it will make you more employable. It won’t.

8. Be accurate

If the developer has any general guidelines for job applications, follow them precisely. “If they don’t ask for a cover letter, do not send a cover letter,” says Coleman. “For a start, you aren’t following the instructions. For another, it sets you up to fail if whoever reads the letter starts nitpicking about things like run-on sentences and missing periods.” Most developers will want to see a resume as well as a portfolio: again, the briefer the better. Nobody needs a list of all the courses you took at high school when they’re just trying to hire a Maya animator.

9. Be a team player

Concept art by Ashley Swidowski

Game developers don’t need divas, but especially not during busy periods in production. If you’re lucky enough to be invited to an interview, remember that the studio isn’t just trying to find out how good you are as an artist: it’s trying to find out who you are as a person. “During interviews, we’re making sure that you’re a team player, and that you can take instruction from a supervisor,” says Coleman.

10. Think about your next job, too

As a recent graduate, the odds of getting a job at an AAA developer right out of school are stacked against you. But with the right timing, right portfolio, and the right approach, you may buck those odds. If you are lucky enough to get hired, make the most of your time at the studio, particularly if you’re on a short-term contract: the work you do is your passport to your next position – hopefully, a permanent one this time. “Start getting your samples together early. Be vocal with your supervisor about that,” advises Coleman. “Once you leave, it’s hard to get them back, and you don’t want to miss out.”

Jack Coleman, Recruiter at Naughty Dog

Original article was published at Gnomon website.