View Full Version : What holds allot of weight for employers??

09-11-2009, 06:26 PM
Hey everyone. What do employers look for in a graphic design/3D designers experience? I was thinking if broadening my knowledge and learn Houdini as well and place that on my list of experience. I'm also going to be officially certified in Photoshop and dreamweaver as well to boost even more clout. I'm also pumping out allot of animations and photo realistic stills while I am unemployed so that I am prepared in case a boss would like to see it. I'm taking my time so that I have quallity and not quantity. I am using a Mac so 3D max is out of the question. I am also working allot in Indesign and Illestrator which is kind of boring to me but learning because allot of employers look for that experience. So all in all, will learning Houdini, Blender and becoming certifide boost my clout and chances for a good job?

09-12-2009, 03:13 AM
Any advice at all??

09-12-2009, 04:05 AM
3 programs I personaly think you should know .......

Blender " mainly because its free and i can see a shift of audience going that direction"
3DC or ZBrush "3DC because of the price but ZB 3.5 atm just because it rocks "
Motion Builder . " riggin and motion " .

if your in Europe Max or Maya .

but i still reckon LW has the best render engine on the market .

09-12-2009, 04:25 AM
skill/talent and the ability to work well in a team in my experience is all that seems to count.

09-12-2009, 04:25 AM
I'll check the Motion Builder out. Hopefully they have a personal learning edition. ( :

09-12-2009, 08:12 AM
It really depends on the needs of the company or group that's hiring you.

For example, even within one company like Rhythm & Hues Studios, the requirements can vary because of the different needs of each department. (I'm not a spokesman for any R+H department other than the Box, so the following is not official info, it's just my opinion.) For example, the art department may primarily look for design and drawing ability, and they most likely want artists who are at least proficient in Photoshop. The animation department isn't too particular about which animation program you've use because the studio uses it's own proprietary system; what they do look for is skill, talent, and teachability. Same goes for the compositing department, tracking, lighting and other departments. Coding skills are a plus in many departments because a lot the studio work can be fairly technical. Modeling, I believe, uses Maya and ZBrush these days, and probably proprietary software for special tasks. Then, we have editorial, which has it's own set of requirements. I'm not covering every department (we're a huge company,) but I think you get the idea.

The Box has its own list of requirements. We like to see broader skills in an artist, and we aren't nearly as interested in pure specialists. The reason for this is we tend to have extremely tight schedules and we need artists who can stay busy throughout the course of a job. Being skillful in a specific area like fx, tracking, lighting, modeling, compositing, etc., is very much valued here, but we need artists to be flexible and willing to do other tasks too.

These days, we primarily look for generalists who are proficient in LightWave, Maya, and Fusion. You don't have to be great in all three apps, but if you are, that's a huge plus. Proficiency in other programs is helpful depending on what we need at a given time. If you have other skills or interests, like the ability to draw and paint, play music, act, do martial arts, race cars, or whatever, we'll find a way to use that too.

Finally, while we consider skill and talent to be very important, just as important to us is an artist's ability to collaborate and work well in a team; if you're a 'rock star' type or a complete 'loner', you probably won't do well here. That's not an official hiring policy, but in the eight years I've been here, it does seem to work out that way.

Hmm. I think this post sounded a lot more like a recruitment flyer than I intended, but I hope this info is helpful. :)


09-12-2009, 08:16 AM
Hey everyone. What do employers look for in a graphic design/3D designers experience?

I personally look for people willing to learn and use any software. Software agnostic artists.

09-12-2009, 01:04 PM
Wow. Thanks for the info. Yes I love working with a team. Although I can work alone, working with people make it much more exciting. This is encouraging. Thank you. ( :