![]() ![]() Making portfolio projects can be a tough task, and often they end up dragging on for a while having a tight timeline forces you to be smart with how you work and really focus to complete the piece in time. Secondly, these challenges have a time limit of around 2 months (7-8 weeks). Firstly they have two stages, concept and production, which means you get loads of beautiful and inspiring concepts to choose from. ![]() I love these challenges for a few reasons. ![]() These challenges run a few times a year and offer a chance for artists to enter various categories and compete to make awesome art with a preset theme. I created this piece for the ArtStation Challenge, Medieval: Back and Forth, in which I was fortunate enough to pick up 3rd place. My work on Sea of Thieves was a big inspiration for the style of the scene. I worked remotely on this game through the pandemic for a year up to the release and after that returned to work on Tempest Rising making mostly hard-surface vehicles for the upcoming RTS game.Īfter this, I got my job at Rare, where I currently work. My first full-time art job was Kena: Bridge of Spirits for Ember Lab. On the side, I worked on a few freelance jobs to build some experience including some outsource work for Dekogon and working on a vertical slice prototype for the game Tempest Rising, which I would later work on again once the game was funded. While working in QA, I focused on my portfolio in my spare time and made friends with some artists at the studio who gave me feedback and helped me develop my art. I ended up landing a QA job at Frontier and worked there for a bit over a year. I started my game art journey studying Computer Games Art at Anglia Ruskin University in Cambridge, UK, and after graduation, I struggled to find a role in the industry. My name is Tim Burroughs and I have been working professionally as a 3D environment artist for around 3 years. ![]()
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