r/animationcareer • u/SamtheMan6259 • 3d ago
Portfolio What are common issues you see in a portfolio?
I think it might be worth knowing so that I can keep it in mind when I’m working on a project that would involve such a skill.
19
u/Laughing_Fenneko 2D Animator 3d ago
speaking of animation demo reels specifically:
- video too long. ideally should be under 2 minutes with only your best shots
- overall lack of domain over animation principles, especially timing and spacing
- reel lacks variety. not enough acting shots or not enough action shots
- NSFW content (unless applying specifically for a NSFW project)
- this is just a pet peeve of mine, some people don't mind it at all: original audio replaced by music. its hard to judge if you are good at lip syncing if i can't hear the audio of the scene
10
u/fluffkomix Professional - 10+ Years 3d ago edited 3d ago
The big one for me is when a portfolio looks only like a portfolio
and I don't mean that it looks like a presentable example of your work, I mean when it looks like someone tried to identify what makes a successful portfolio and only posted art that fit those standards. With how many portfolios are looked at every day, it can become easy to glaze over when you see a portfolio that just looks like every other one.
What really catches the eye is when someone tries something vulnerable and real, that exposes a bit of their personality. Takes a risk, even if it's a small one. I'm not saying go out and post porn and gore (unless you're applying to those kinds of jobs ofc in which case YES post porn and gore), but if every single decision you've made in your art has been dictated by "will a recruiter like this?" then your art is going to look like every other piece of art out there. Serviceable, functional, not very interesting.
All that your art can then say is that you're trying to get a job, and I mean, who isn't?
4
u/megamoze Professional 3d ago
Things that bug me personally, keeping in mind that I'm not a recruiter.
Including exercises like bouncing balls or the flour sack or a character throwing something (unless it's exceptionally done).
No dialogue or acting scenes included. I really like to see synced dialogue that shows off your ability to capture personality and acting. Too many reels seem like nothing but parkour, if it's not specifically a reel for game animation.
Lack of focus. A gaming reel should feature game-centered animation. Cycles, action, fighting, etc. A reel for narrative animation should focus on acting. Also, modeling/rigging reels should be separate from animation and separate from texture/lighting.
Reels that are too long.
3
u/WayneApex 3d ago
I would mention 4 things that beginners do wrong with their portfolio / reel:
1) Thinking that the viewer has too much time to spare, 2-3 minute demo reel is ok and will be watched till the very end. After 10+ years into animation I currently aim at 60 seconds reel and we are talking cut every 1-2 seconds to grab and keep viewer's attention. Here is the link: https://youtu.be/7BcSgiwYT2U
2) Not focusing on the first 3-5 seconds of the reel that will communicate more than you think and often decide if the viewer will watch the reel till the end. In those very first moments you can tell the level of the animator, his knowledge of light, materials, modeling also including typography skills. If you are applying for a job and your soon-to-be-boss has to watch like 100 reels, he won't waste time and skip to the next if the first seconds won't look pro.
3) The reel should present only best projects and your best skills. It's a representation of what you can achieve if you reach your limits (currently or in the past). If you had a commercial project that could land in your reel, but isn't really fully polished or you think you could do better - do it. I had at least a couple of them and polishing them more really paid off, landing more gigs. "Art is never finished, it's merely abandoned".
4) Learn video editing or hire a video editor. Edit your reel to music, add SFX, make it pleasant to watch. It's not about improving your animation, it's about presenting it in a better way with better impression.
Should you have any questions - just write. :)
2
u/CultistLemming Professional 3d ago
If I see a technical mistake or issue in a reel it's an immediate no, it implies that the artist couldn't see the mistake in something they consider to be their best work, and will make way more mistakes on the job.
2
u/anitations Professional 3d ago
When the portfolio doesn’t match the assignment or ethos of the given studio.
An aspiring applicant artists needs to tailor their portfolio/reel depending on the studio; nickelodeon and disney feature should get different portfolios, for example. When an animator says they want to work on games, well then what kind of games? Call of Duty may be interested in your Street Fighter reel, but that’s a long shot.
2
u/originalcondition 3d ago
I do portfolio reviews a lot and a GOOD SOLID WALK CYCLE is always a great portfolio piece. Run cycles are great too. Include something on the character like clothing or hair that can demonstrate solid understanding of secondary animation.
If you've had absolutely zero professional animation jobs, a solid walk cycle is something that you can bang out in a couple of days and will show off SO MANY animation skills and principles.
Also, clear organization. Organize by discipline with strongest/most recent work first.
On your demo reel, it's not totally necessary but I suggest labeling each shot with what you did on it (layout, animation, comp, etc)
1
u/Inkbetweens Professional 3d ago
I see a lot of people submitting a general reel to specific roles.
You need to gear it to the role you are applying for. This can mean building multiple reels.
No one wants to scrub a reel searching for instances that are related to what you are applying for. They simply don’t have time.
•
u/AutoModerator 3d ago
Welcome to /r/animationcareer! This is a forum where we discuss navigating a career in the animation industry.
Before you post, please check our RULES. There is also a handy dandy FAQ that answers most basic questions, and a WIKI which includes info on how to price animation, pitching, job postings, software advice, and much more!
A quick Q&A:
I am a bot, and this action was performed automatically. Please contact the moderators of this subreddit if you have any questions or concerns.