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In order to succeed as an independent artist, you need to have

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Thread replies: 21
Thread images: 4

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In order to succeed as an independent artist, you need to have an identity and stand out, probably through unique or risky work.
But in order to get a job, you need to have a solid portfolio with a clean, relevant and skilled work history. If an employer sees strange and risky work tied to you, you might get passed over in favor of someone else. Doing independent work requires you to be different, but being different also closes other doors, forcing you to choose one or the other.
Of course this wouldn't apply to more popular and established artists, who can basically do whatever they want.
I guess the question is, should you use a pseudonym for art that isn't career-relevant + curated and tied to your normal identity?
>>
>>2668774
Does tons upon tons of gay furry porn that I made loadsemone off of count as skilled work?
>>
>>2668776
No
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>>2668778
What about traces of anime characters with shit tons of photoshop filters that I make good Patreon bux off of?
>>
Just b urself
>>
>>2668774
If you want to be known as separate people, go for it. Nothing really matters once you're popular anyways. It's only when you're beginning that you don't want to mess up
>>
>>2668780
Activision probably won't like that.
>>
>>2668784
Sounds like shit then
enjoy drawing high quality renderings of shovels for a living
>>
>>2668774
Your success depends mostly on your technical skills, especially drawing. Worry about that first.

Also you don't need to have one single portfolio. Many artists split their work into different portfolios geared towards different companies. Show each company what is most relevant to them and don't show them the other stuff you do.
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>>2668789
Why doesn't /ic/ have a section on talking about portfolios and what kinds you should sent to which companies? Like for example Blizzard.
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>>2668789
That's if you're only applying to different companies, though. Not if you're trying to succeed with your own independently done artwork.
Take a game like LISA, for example. You'd imagine something like that would be better done under a pseudonym, so that when and if you do decide to work for a company, it doesn't come back to haunt you. Hence the one-or-the-other comparison. Doing one can be detrimental to the other.
>>
>>2668805
He did use the pseudonym Dingaling though, along with Widdly 2 Diddly to avoid copyright laws because all the music is sampled like fuck
>>
>>2668804

Because d/ic/ks are some of the least qualified people on the planet to speak about such matters, probably. There is a wealth of information on how to create a succesful portfolio out there though if you know how to google.
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>>2668806
His real name (austin jorgensen) was known during the Kickstarter, as well as his entire career and life as a performance martial artist. His face and such has been shown plenty, but you tend not to see people like VA-11 Hall-A's devs showing their faces or real names, probably for the same pseudonym reasons (unless I'm mistaken and they have shown themselves, haven't seen anything though).
>>
>>2668805

Name a single reason why it would be bad to have that game on your portfolio. I looked at the trailer and it looks fairly harmless. Most game developers aren't right wing christians, you know.
>>
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>>2668806

>he used a pseudonym to avoid copryright laws

That's... not how it works, anon.
>>
>>2668820
It's a game about a world full of half-naked men trying to rape the last girl on earth.
It's obviously been successful, but that's part of the point - if you're successful, it doesn't matter what you do.
>>
>>2668820
>trailer

Implied rape, dismemberment, dead sister truma/hallucinations, phallic/rape symbolism, general gore ect
>>
>>2668822
>>2668823

reminds me of this

https://www.youtube.com/watch?v=egcXvqiho4w
>>
>>2668827
Damn, that's pretty gud animation. Roastie got destroyed at the end.
>>
big words
Thread posts: 21
Thread images: 4


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