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>> No.3598253 [View]
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3598253

>>3597044
Happy to help!
> thinking about the right kind of content to produce in order to survive long in the field of art
I think this is a really health perspective to have, and its important to try and gauge the demand of your work and to where it fits in in the world. I think there's more viability in pixel art for sure, but I'd encourage you think beyond just indie games (its still a relatively small field). Can you design a pixel art portfolio that appeals to other illustration jobs as well? Editorial? Branding?

>>3597428
The hurdle of getting over rejection is tough. The first time I ever made significant money with drawing was drawing tshirt designs for Threadless back in the day. You design a shirt, the community votes on it, and if its printed then you get a lot of cash. It took me about 30 design submissions until I got my first print, and that's 30 designs that I thought were really good (they were awful in retrospect) and was sure that they'd get a print, only to see them absolutely bomb. My first email blast to art directors was met mostly with silence, and if I was lucky an actual response (which was rejection). The day I got my first positive reply I was jumping for joy.

Emailing to share your portfolio can be anxiety inducing, but its really not a big deal. Just know that the reply rate is fairly low, but its nothing personal. Art directors get a lot of emails and can't respond to everyone. Even if they don't respond, its definitely possible that they still checked you out and liked it. This just happened to me recently, where I got a job from an art director who was referred to me from another one I contacted a looong time ago but never actually responded to me.

Rejection is hard, but - as you put it - you get desensitized from it just from repeated exposure to it. Understand that by simply even trying (even if you fail) puts you so much further ahead of everyone else who is doing nothing.

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