Hi, I'm hoping to get some guidance and advice from professionals who browse this forum.
I'm currently working in the television industry under contract for a children's animated television series. I began my contract in rigging as a character TD, but was moved into the lighting department (shading, rendering, etc.) once the rigging component of the production had been completed. I have a Bachelor of Fine Arts (Honors) in Communication Design, majoring in 3D/Storytelling.
That's just some background, most of which is probably moot in regards to my query.
I'm considering (desiring) a move into the games industry once this project is completed. There will probably be a period where my work is still under NDA but my contract has expired, and I will be looking to move into new work ASAP.
I'm just wondering what I should be aiming for with a reel, and if any of the work done on this series would be considered good resume material for the games industry?
I have some limited games experience from working with friends on Unreal Tournament mods, mostly in asset creation - some level art assets, and vehicles for the mod "Furious Steals".
I guess what I'm really asking is for advice on how to structure a reel to demonstrate my abilities, but aimed towards the game industry rather than television/film?
I'm primarily - at this point - interested in asset creation. Characters, environments, basically any modeling/texturing/rigging/animating work. I've attempted to find a good guideline on poly counts, best practices in striping, texture resolutions, map types (spec, reflec, etc.)... basically just a good idea of what I should be aiming to produce on a reel, but I've become confused at the varying advice on game engine budgeting, and what exactly would be a good medium.
In the future I'd like to move into storytelling and design (being the primary focus of my studies) but I'm not so ideallistic (naive?) to aim for such a position right off the bat.
So... after the big rant, I guess I'm just after some tips?