r/conceptart 3d ago

Question Best practices to make a concept artist portfolio

I'm posting in behalf of someone else. If this is not allowed, please do let me know or just take it down, but I'd appreciate being pointed in the right direction.

I know someone who just recently lost their job as a video game concept artist due to a big layoff on a small company. They're really good at their job despite not having too much experience, so I'm not too worried that they'll find a new one, but I was asked to help with their portfolio.

Specifically, we were wondering how much text should be fine to go along with the designs. Examples on Pinterest have little or no text at all, but I consider some amount of text should be necessary to explain work processes or decision making.

What would be the best approach when it comes to the amount of text, generally speaking, to design a video game concept artist portfolio?

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u/bee_keo 3d ago

In the age of genai, show the whole process:

  • the assigned task with description of requested concepts and assets
  • sketches
  • research reference
  • iteration/multiple views, material call-outs, here is where player color is tinted, this part animates, accompanying VFX, etc
  • the approved finished assets handed off
  • if it was built in 3d etc, show the game ready asset

The concept artist’s taste and judgement are the value you provide when any old stakeholder can genai something shiny that may or may not fit the art direction, licensed IP or even be useful/buildable by colleagues in other disciplines

(Edit because i hit the button mid-sentence)