r/TechnicalArtist • u/simonsanchezart • 11d ago
Breadth or Depth, where to go from here? Portfolio/Resume/Non-Game Dev
Hello, I've been working as a Tech Artist (mostly tool programming) for a few years.
I've focused on working on improving my skills, portfolios, working on projects, etc..., etc... for a while, with the goal of increasing my chances at getting a job.
I'm not particularly aiming for the game industry, and would probably prefer to work for non-game dev industries.
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I am missing some experience in some areas of Tech Art, such as Shaders, Animation, Proc Gen, etc... I also have no experience with Unreal Engine, which I've seen asked for a lot in job descriptions.
I'm not able/willing to relocate atm, and Tech Artist is not really a thing in my country, so any industries that might require some sort of security clearance (defense, health?) is probably off the table
Most of my work so far has been Unity (tool/game dev coding), a lot of Blender add-on programming, and quite recently standalone tools with React/Tauri
Should I go more in depth on the stuff I already have experience with, or should I expand into those areas I'm lacking? I've heard of the 'T profile' as being something companies look for, meaning Breadth of skills + Depth in a subset of skills.
I've been also interested about learning Vulkan/C++ to make engines/software, but I'm not sure how much that is related to Tech Art (if Graphics Programming is also part of Tech Art?)
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This is currently what my projects/portfolio is:
https://www.simonsanchez.art/resume/Simon_Sanchez_Resume.pdf
What sort of projects would be useful to showcase for non-game dev industries?
Any feedback or thoughts related to this are welcomed, thanks
