# ARTV 2335 — Portfolio Development for Animation & Game Art ## Fall 2026 Course Redesign — Schedule, Session Plans, and Grade Sheet Animation & Game Art | Media Arts | Collin College Proposal draft — Fridays, 16-week session, 14 class meetings --- ## 1. Calendar Facts This Schedule Is Built On Confirmed against the Collin College 2026–2027 Academic Calendar (rev. 6.22.2026): | Item | Date | |---|---| | Fall classes begin | Mon, Aug 24, 2026 → **first Friday meeting Aug 28** | | Labor Day (closed) | Mon, Sep 7 — no effect on Friday sections | | 16-week census date | Tue, Sep 8 | | Plano Balloon Festival | **Fri, Sep 18 — Plano campus closes 3 p.m.**; closed Sep 19–20 | | Last day to withdraw (16 wk) | **Fri, Oct 30** | | Thanksgiving holiday (closed) | Wed, Nov 25 – Sun, Nov 29 → **Fri, Nov 27 = no class (Week 14)** | | Final exam week | Mon, Dec 7 – Sun, Dec 13 | | Fall Commencement | **Fri, Dec 11 (Week 16) — no class meeting** | **Result: 14 meetings.** Weeks 14 and 16 are lost. Two items to flag on the syllabus in bold: - **Week 4 (Sep 18)** falls on the Balloon Festival early-close. If this section is at Plano, that meeting ends at 3 p.m. — schedule the appointment rotation to finish by 2:45, or move that week's slots earlier. - **Week 10 (Oct 30)** is the last day to withdraw. It's also a full-class meeting, which is good: it's the last honest moment to have a hard conversation with a student who is not going to finish. --- ## 2. The Structural Idea Four full-class meetings, each carrying one stage of a single argument. The other ten meetings are one-on-one appointment blocks in an open lab. | Full class | Theme | The question it answers | |---|---|---| | **Week 1** — Aug 28 | **Locate** | Where am I, what job am I actually going after, and what do I already have? | | **Week 6** — Oct 2 | **Be read** | How does a stranger decide, in 15 seconds of text, that I'm worth a click? | | **Week 10** — Oct 30 | **Be found** | How do people encounter my work and my name without me applying? | | **Week 15** — Dec 4 | **Be chosen** | What happens in the room, and what happens for the next three years? | The old schedule taught resume, website, and reel as three unrelated skills. This version treats them as one funnel — the resume gets the click, the site holds the work, the network supplies the referral, the interview closes it — and adds the piece that was missing entirely: what the student does after December. ### One-on-one appointment blocks (Weeks 2, 3, 4, 5, 7, 8, 9, 11, 12, 13) The lab is open the full scheduled block. Students are strongly encouraged to work the whole time on college equipment and licensed software; the appointment is their guaranteed slot, not a reason to leave. Divide the roster into four groups (A–D). Each group holds one hour of the block. Rotate the order weekly so nobody is permanently stuck in the last hour: | Week | Hour 1 | Hour 2 | Hour 3 | Hour 4 | |---|---|---|---|---| | 2, 7, 11 | A | B | C | D | | 3, 8, 12 | B | C | D | A | | 4, 9, 13 | C | D | A | B | | 5 | D | A | B | C | Within each hour, individual conferences run ~12–15 minutes; the rest of the group works in-lab and can be pulled early if someone no-shows. Post the rotation in Canvas in Week 1 and never change it. **Appointment protocol (put this on a half-page handout).** Every student arrives with (1) the current build of whatever is due, open and running, (2) one specific question, and (3) the running Portfolio Tracker showing what moved since last time. No student gets a conference with "I didn't get much done." That student gets a five-minute triage conversation and a written recovery plan instead — which is a more useful use of the slot and makes the pattern visible early. --- ## 3. The Schedule **Legend:** ● full-class meeting ○ one-on-one appointment block ▲ deliverable due | # | Fri | Type | Session | ▲ Due | |---|---|---|---|---| | 1 | **Aug 28** | ● | **Locate:** course map, industry landscape, portfolio triage method, platform decision | — | | 2 | Sep 4 | ○ | Triage conference: every existing piece sorted in front of the instructor | ▲ **Portfolio Inventory & Triage** | | 3 | Sep 11 | ○ | Production planning: sequencing the Fix and Gap work across 12 weeks | ▲ **Portfolio Plan + Production Schedule**; ▲ platform account live | | 4 | Sep 18 | ○ | Piece work-in-progress. *(Plano: campus closes 3 p.m.)* | ▲ **Apply for Graduation — verified on collin.edu** | | 5 | Sep 25 | ○ | Piece work-in-progress; first placed piece reviewed on the live platform | ▲ Piece 1 placed publicly | | 6 | **Oct 2** | ● | **Be read:** resume deep dive, professional identity kit, outreach writing | — | | 7 | Oct 9 | ○ | Resume line-edit conference (bring it printed and on screen) | ▲ **Resume — first draft** | | 8 | Oct 16 | ○ | Target-list conference: are these ten real, and is your work aimed at them? | ▲ **Target List of 10** + Professional Identity Kit | | 9 | Oct 23 | ○ | Piece work-in-progress; website content audit | ▲ Piece 2 placed publicly | | 10 | **Oct 30** | ● | **Be found:** website & platform build, showcase reel/build, networking. *Last day to withdraw.* | ▲ **Website concept/design** | | 11 | Nov 6 | ○ | Resume revision sign-off; website build conference | ▲ **Resume — final** ▲ **Website — first draft (content)** | | 12 | Nov 13 | ○ | Showcase piece cut review; networking log check | ▲ **Showcase piece — plan/rough cut** | | 13 | Nov 20 | ○ | **Full portfolio dry run**, one-on-one, timed. Presentation coaching. | ▲ Portfolio presentation script | | 14 | ~~Nov 27~~ | — | **Thanksgiving Break — campus closed** | — | | 15 | **Dec 4** | ● | **Be chosen:** graded final portfolio presentations + interview strategy + career navigation exit briefing | ▲ **Website final** ▲ **Showcase piece final** ▲ **90-Day Plan** ▲ **Final presentation** | | 16 | ~~Dec 11~~ | — | **Collin College Fall Commencement — no class meeting** | — | **Guest Speaker Series Portfolio Review** — separate evening, department-scheduled, expected in the Week 13–15 window. Portfolio Development students get priority presentation slots. Week 13's timed dry run is deliberately placed so that every student is event-ready from Nov 20 forward, no matter which evening the department lands on. Attendance counts toward Community Involvement extra credit; it is **not** a job interview and should be framed that way loudly and repeatedly (see §4.3). ### Why the deliverables land where they do - **Triage before production.** Week 2 forces the honest sort before anyone spends a week polishing a piece that should have been retired. Nothing new gets made until the existing body of work has been judged. - **Graduation application at Week 4**, three weeks before it can quietly become a crisis. Verified — student shows the confirmation screen at the conference, not "I'll do it tonight." - **Resume taught at Week 6, drafted at 7, revised by 11.** Five weeks between draft and final so the revision is actually a revision and not a same-week edit. - **Website concept at 10, content at 11, final at 15.** The site is being fed placed pieces from Week 3 onward, so the Week 15 "final" is a format and polish pass, not a build sprint. - **Nothing is due Week 13** except the presentation script, because Week 13 is a rehearsal and the week after is a hole. --- ## 4. Full-Class Session Plans Written for roughly a four-hour block. Compress the lecture halves if the section meets shorter; the lab time is what gets cut last. --- ### 4.1 — Week 1 (Aug 28) · **Locate** **Goal:** end the day with each student holding a defensible answer to "what job title am I aiming at," a sorted list of everything they've ever made, and a live account on a chosen platform. #### Block A — The map (60 min) Do not open with the syllabus. Open with the market, because the syllabus only makes sense downstream of it. **Where these jobs actually are.** Name the realistic first-employer categories for a DFW two-year graduate, in rough order of volume: outsourcing and co-development studios; mobile and casual games; motion graphics and advertising; architectural visualization; medical, technical, and scientific animation; location-based entertainment and theme-park media; XR, simulation, and training; e-learning; in-house creative teams at companies that are not media companies at all. AAA console studios exist here, but they are the smallest bucket and the most competitive. Make the argument explicitly: **an adjacent first job is a strategy, not a failure.** It buys three things the portfolio cannot — shipped credits, production discipline learned from someone senior, and rent — while the portfolio keeps maturing. Students who hold out for the dream studio while their newest piece ages past twelve months lose twice. **The 2026 baseline.** Engine literacy (Unreal or Unity) and comfort with AI-assisted tooling are now table stakes rather than differentiators. What differentiates is finished work, demonstrated response to feedback, and the ability to explain a decision out loud. Studios increasingly weigh communication alongside technical skill — juniors wash out on notes, not on talent. **Role vocabulary.** Walk the pipeline and put real titles on it, because "I want to do animation" is not a target: previs, layout, modeling (hard surface / organic / prop / environment), sculpting, retopo, UV, texture/look dev, materials & shaders, rigging, technical art, character animation, creature animation, gameplay animation, cinematics, VFX, lighting, comp, tech art, UI/UX art, storyboard, concept, motion design. Each student leaves this hour with a **primary** and a **secondary** target title written down. Everything else in the course is measured against those two words. #### Block B — Portfolio triage (75 min) The core method of the course. Every existing piece — coursework, personal, abandoned — goes into exactly one of four buckets: | Bucket | Definition | Action | |---|---|---| | **SHIP** | Represents the primary target role at or above entry standard. Finished. | Place it on the platform this month. | | **FIX** | Right idea, right role, fixable in ≤ 20 hours. Usually: bad presentation, not bad work. | Schedule the fix. Cap the hours. | | **RETIRE** | Off-target, dated, or not salvageable inside the semester. | Kill it. Do not argue with it. | | **GAP** | A skill or interest the target role requires that nothing in the pile demonstrates. | Becomes a new piece with a deadline. | Teach the three most common triage errors: 1. **Sunk-cost defense of a RETIRE piece.** The tell is "but I spent so long on it." Hours invested are not visible to a viewer. If it doesn't sell the target role, it costs you — a portfolio is judged closer to its weakest included piece than its strongest. 2. **Mistaking a presentation problem for a craft problem.** An enormous share of FIX work is lighting, camera, turntable, breakdown images, and a written role statement — not remodeling. 3. **Not identifying a single GAP.** A student who declares their existing work already covers the target role has usually not looked at what the target role's postings actually require. Send them to three real postings before accepting that answer. Target: **6–10 pieces** in the final portfolio. Six strong beats ten uneven, every time. Say the number out loud and repeat it monthly. Deliverable seeded here, due Week 2: the **Portfolio Inventory & Triage** sheet — every piece, its bucket, the reason in one sentence, and for FIX/GAP an hour estimate. #### Block C — Platform decision (45 min) Students must be placing work publicly from Week 3, so this decision happens now, not in October. | Platform | Best for | Trade-off | |---|---|---| | **ArtStation** | Game, VFX, and 3D art. The recruiter-facing default — it's where studio recruiters look first. | Thumbnail-grid layout; limited private/password sharing; skews 3D. | | **Behance** | 2D, illustration, motion design, UI, multidisciplinary work. Large audience, strong discovery for stylized work. | Fewer game studios actively recruit there. | | **Personal site** (Squarespace, Framer, Cargo, Adobe Portfolio, GitHub Pages) | Full control of branding, sequence, and video quality; embeds Sketchfab and uncompressed video. | Setup and maintenance cost; recruiters who live on ArtStation may never find it. | | **itch.io** | Playable builds and jam projects. | Not a portfolio in itself. | | **LinkedIn** | The index recruiters actually search by name and skill. | Not a portfolio. Mandatory anyway. | **Recommendation to give students:** choose one recruiter-facing platform (ArtStation for game/3D, Behance for 2D/motion) and make it excellent by Week 11. Register a custom domain now — `firstnamelastname.com`, ~$12/yr — and point it at that profile. A hand-built personal site is a stretch goal for Week 15, not the priority. The trap to name explicitly: students who spend October building a website instead of making art arrive in December with a beautiful empty container. #### Homework out of Week 1 Inventory & Triage sheet (due Wk 2) · platform account created · custom domain purchased or a written reason not to · primary and secondary target titles written · three real job postings for the primary title, printed and annotated. --- ### 4.2 — Week 6 (Oct 2) · **Be read** **Goal:** a resume that survives triage, plus the three short pieces of writing that surround it. This is the in-depth resume session; the Week 7 conference is a line-edit, not a rescue. #### Block A — What a resume is for (30 min) State the premise plainly: **for an artist, the resume does not get you the job. The portfolio does.** The resume's only job is to survive the first cut and produce a click. That reframing changes every decision downstream — it means the resume should be fast, plain, and link-forward rather than impressive. It has to satisfy two readers with opposite preferences: **Reader one, the machine.** Modern applicant tracking systems — Workday, Greenhouse, iCIMS and similar — parse, score, and rank. Correct the two myths students arrive with: - *Myth: the ATS auto-rejects most resumes.* It does not. It ranks and surfaces; a human still chooses what to read. Formatting failures hurt by burying you, not by deleting you. - *Myth: keyword stuffing works.* It hasn't for years. These systems use semantic matching and skills-graph inference — "cross-functional coordination" already matches "project management." Stuffing now reads as noise and can lower your score. What actually moves the needle: **mirroring the posting's exact job title** where it's honest to do so (the single highest-leverage placement), a genuine overlap of hard-skill terms in roughly the 10–15% range rather than a keyword dump, and clean machine-readable structure. Mechanical rules, non-negotiable: - One column. No text boxes, no tables, no icons, no images, no ligature-heavy display faces. - Contact information in the body, never in the header/footer region — parsers routinely skip it there. - Standard section headings ("Experience," "Education," "Skills") rather than clever ones ("Where I've Been"). - Standard body face at 10–12 pt. - Submit PDF unless the posting says otherwise. File name: `Lastname_Firstname_Resume.pdf`. Not `resume_final_v3_REAL.pdf`. **Reader two, the human**, who gives it twelve to twenty seconds and is looking for three things: can you do this specific job, have you done something like it under real constraints, and are you a low-risk hire. #### Block B — The artist's design paradox (20 min) Art and design students want to make the resume a portfolio piece. This costs them jobs. The correct target is **quiet competence**: one typeface family, two weights, a consistent baseline rhythm, generous margins, ruthless alignment, one page. The typographic discipline *is* the demonstration. Anything that reads as a flex reads as a junior who doesn't know what the document is for. Show a side-by-side: an over-designed two-column resume with icons and a skill-percentage bar chart, next to a plain one-column resume with better bullets. Ask which one they'd rather have parsed correctly. Then note that skill percentage bars are the single most-mocked convention in the industry — "Maya 87%" means nothing to anyone. #### Block C — The link block (15 min) The artist-specific move, and the thing most student resumes fumble. Directly under the name, before anything else: ``` FIRST LAST Portfolio: firstlast.com · Reel: vimeo.com/… (1:12) · linkedin.com/in/firstlast [email protected] · Plano, TX · Open to on-site / hybrid / remote ``` Rules: the portfolio link is live, clickable, and public — test it in a private browsing window before every send. Give the reel's runtime; it lowers the cost of clicking. State location and openness to relocation, because it's the second thing a recruiter checks. Use a professional address; retire `sk8rboi_artz@`. **A resume without a working portfolio link is dead on arrival.** #### Block D — Bullet architecture (60 min, workshop) The heart of the session. Give the pattern, then drill it: > **verb + object + tool/technique + constraint + outcome** | Weak | Strong | |---|---| | Created 3D models for a student game project. | Modeled and textured 14 hero props for a 6-person UE5 student title under a 4,000-triangle budget; shipped on itch.io with 1,200 downloads. | | Responsible for character animation. | Animated a 22-shot cycle set (idle, walk, run, three attacks) for a third-person prototype; delivered on a two-week sprint cadence with weekly lead review. | | Worked on team projects. | Coordinated asset handoff between four artists and two programmers; built the naming and version convention the team used through delivery. | | Skilled in Adobe Creative Suite. | *(delete — put it in Skills, tiered honestly)* | The teaching point: **constraint is the credibility signal.** Juniors describe activity. Hires describe constraints met. Triangle budgets, texel density targets, sprint lengths, shot counts, file-size caps, render deadlines, team size, review cadence — these are the details that prove you've worked inside a real pipeline rather than an open-ended assignment. **Handling thin experience honestly.** Most of the room has no industry employment. Reframing rules: - Class projects *are* projects. Describe them by what was made and constrained, not by course number. Never disguise coursework as employment — but never apologize for it either. - Team size is experience. "Six-person team" tells a lead something real. - Self-directed work counts if it *shipped* — published, exhibited, downloadable, playable, screened. - Game jams count, and they count double, because they prove you finish under a clock. - Non-art jobs count for what they prove: retail is customer conflict and reliability; food service is throughput under pressure; warehouse is process compliance. One line each, framed for the transferable trait, at the bottom. - Absolute floor: never inflate a title, never claim credit on a shipped title you didn't work on, never list software you can't be tested on. An art test will find the lie, and the industry here is small enough that the story travels. **The skills list, tiered.** Three honest bands, labeled: - *Production-ready* — I can be handed a task in this today. - *Working knowledge* — I can do it with reference and time. - *Familiar* — I've used it; don't test me on it. This looks vulnerable and is actually the strongest signal on the page. It tells a lead you know the difference, which is itself a professional skill. **Section order for a junior artist:** Name + link block → two-line summary (only if it says something specific; delete it otherwise) → Skills → **Projects** → Education → Experience → Awards/Exhibitions/Screenings. Projects go above Education when the projects are stronger than the credential, which for this cohort is usually. #### Block E — The companion pieces (45 min) Written the same day, because they're derived from the same material. **The 120-word outreach note.** Not a cover letter. Four sentences: who you are and what you make; the specific thing about *them* that made you write (a title, a shot, a talk, a post — this sentence is what proves you're not mass-mailing); one link with a one-line reason to click; a low-cost ask. Draft it in class, peer-swap, cut it to 120 words. **The LinkedIn headline and About.** The headline is a search field, not a slogan — put the target title and the two most searchable tools in it. The About section is the resume summary in first person plus one sentence of personality. Then: profile photo, banner showing actual work, and the portfolio URL in the featured section. **The ArtStation / Behance bio.** Two sentences and a contact route. Its only job is to convert a viewer into an email. #### Block F — The draft-to-revision protocol (10 min) State how the two grades differ, so revision isn't cosmetic: 1. **Draft (due Wk 7).** Peer test in the Week 7 lab: a classmate reads it for fifteen seconds, turns it face down, and says what they remember. Whatever they can't recall gets cut, moved up, or rewritten. 2. **Instructor line-edit** at the Week 7 conference — marked up on paper, every bullet interrogated for constraint and outcome. 3. **Final (due Wk 11).** Must be visibly restructured, and must be accompanied by **one tailored variant** aimed at a specific posting from the student's Target List, with the changes highlighted. Tailoring is the skill; the base resume is just the source file. **Common failures to name out loud:** two pages; no portfolio link; "References available upon request"; an objective statement that says "seeking a challenging position"; percentage skill bars; a photo; listing every Adobe app ever opened; dated coursework with no dates so it reads as older than it is; a PDF that's actually a flattened image and parses as nothing. --- ### 4.3 — Week 10 (Oct 30) · **Be found** **Goal:** the work becomes discoverable, and the student becomes a known name in a real local community. Also the last day to withdraw — build in a private word with anyone who is not going to make it. #### Block A — The website (60 min) **Structure that works.** Landing page is the 6–10 pieces as thumbnails, strongest first, no splash screen, no intro animation, no "enter site." Each piece opens a project page laid out in this order: **finished beauty shot first**, then breakdowns (wireframe/topology, texture sets, turntable, in-engine capture, progression), then two to four sentences of role and constraint. Contact route on every single page. **The 30-second test.** A stranger should be able to answer, within thirty seconds of landing: what does this person make, are they any good, what role are they after, and how do I contact them. Run it in class — students swap URLs with someone they don't know well and answer those four questions on paper. It is reliably the most useful twenty minutes of the semester. **The role statement.** For every piece, in plain sentences: what the goal was, what my role was on it (be exact if it was a team piece — inflated credit is the fastest way to lose an offer), what constraint I worked under, what tools, and one thing I'd change now. That last clause reads as maturity and costs nothing. **Hygiene:** custom domain; a matching email address if the platform supports it; favicon; a downloadable resume PDF; correct thumbnail crops; alt text; and — test it — the whole thing on a phone, because a portion of first views are on a phone in a hallway. #### Block B — The showcase piece (45 min) Reframed from "demo reel" so it fits both tracks. Every student delivers one, choosing the form appropriate to their target role. **Animation / VFX / motion track — reel.** 60–90 seconds. Best shot inside the first eight seconds; assume they stop watching at fifteen. Title card under three seconds with name and contact; end card with the same. Music optional and quiet — many reviewers watch muted, so nothing may depend on audio. Accompany with a **shot list PDF**: every shot, your specific role in it, software, and whether it was personal or coursework. No shot appears twice. No shot you can't defend. **Game art track — turntables, captures, or a build.** Turntables with clean lighting, wireframe pass, and texture breakdowns; or in-engine capture; or a playable build on itch.io. The rule from the hiring side: **if they can't see it working within about three minutes of opening your page, it doesn't count.** A downloadable build with a five-minute install loses to a thirty-second capture. Both tracks: host unlisted on Vimeo or YouTube, embed it, and provide a direct file as a fallback for the room where streaming is blocked. Bring an offline copy on a laptop or drive to any in-person review — venue wifi fails at exactly the wrong moment. #### Block C — Networking, in depth (90 min) This is the section the previous syllabus treated as a single bullet, and it deserves the most time in the course after the portfolio itself. **The reframe.** Networking is not asking people for jobs. It is *making yourself a known quantity before there is an opening.* Most junior roles in this region are filled from a shortlist that existed before the posting went up — someone thought of a name, or someone was asked "know anybody?" The entire practical goal is to be the name that gets thought of. That is a slow-built asset, which is why it starts in October and not in May. **The three circles.** 1. **Peers — your own cohort and the students one year on either side.** Counterintuitively the highest-value circle over a ten-year horizon, because these are the people who will be hiring, subcontracting, and recommending in five years. Nearly every student underinvests here because peers seem to have nothing to offer. They have everything to offer; they're just early. 2. **Practitioners two to six years ahead.** The workhorse circle. They answer DMs, they remember being where you are, they know which teams are quietly hiring, and they are not yet gatekeepers so the interaction has no power imbalance. Most of your useful information will come from this circle. 3. **Decision-makers — leads, art directors, recruiters.** Lowest response rate, highest leverage. Earn access to this circle last, usually *through* circles one and two, and never open with a cold ask. **The local map (DFW).** Be concrete — students will not "network" but they will go to a specific event on a specific date. - **IGDA Dallas** — the region's game-development chapter. Regular meetups plus recurring social events. Entry-level-friendly by design; several of their programs are explicitly aimed at people trying to break in. Cheapest possible first step: go once, talk to two people, leave. - **Industry Giants** — the animation, VFX, and games conference, reaching its 20th year in 2026, run in partnership with the Harry W. Bass Jr. School of Arts, Humanities, and Technology at UT Dallas. Speakers, **portfolio reviews**, panels, figure drawing, artist alley. The single highest-density day in North Texas for this exact cohort. If a student attends one outside event all year, this is it. - **Game jams** — local and online. The fastest way to convert strangers into people who have shipped something with you, which is a different and much stronger relationship than having met someone. - **Adjacent professional communities** — motion design, advertising and agency creative, arch-viz, and medical/technical illustration circles. These map onto the realistic first-employer list from Week 1 and are dramatically less crowded than the games queue. - **Discord** — where referrals actually get passed in practice. Studio-adjacent, tool-specific, and regional servers. Lurking is not networking; answering someone else's technical question is. - **On campus** — the Guest Speaker Series, department events, and alumni. Nearest, cheapest, most ignored. **The mechanics — a repeatable protocol, not a vibe.** - **Target List of 10** (deliverable, Week 8): five aspirational, five realistic-adjacent. For each, identify **one human being**, not a company. Companies don't answer email. - **The informational ask.** Fifteen minutes, one specific question, explicitly no job request. Specificity is the whole thing — "can I pick your brain" gets ignored; "you shipped the environment work on X; how did your team handle modular kit budgets?" gets answered. Ask what they'd want to see in a portfolio for a role like theirs, then actually do it. - **The follow-up.** Thank-you inside 24 hours, naming one thing you're changing because of what they said. Then a **90-day touch** — a piece finished because of their advice. This second contact is where the relationship actually forms, and it is where almost everyone quits. - **The networking log** (graded, running from Week 10): name, organization, where and when you met, what they said, what you owe them, next touch date. Ten entries minimum by Week 15. Students resist this until they realize they've forgotten a name they needed. **The 20-second introduction.** Drill it in pairs until it stops sounding rehearsed. Three parts: what you make, one specific recent piece, what you're looking for. The failure mode to name and kill: *"I do a little of everything."* It sounds versatile and lands as unformed. A specialist who mentions a second skill reads as range; a generalist who mentions no specialty reads as undecided. **Reciprocity when you have nothing to trade.** Students believe they have nothing to offer, so they only ever ask. They actually have three things: they show up reliably, they can amplify other people's work honestly and publicly, and they can do the small unglamorous jobs — jam volunteer, event photographer, Discord moderator, note-taker, setup crew. This is how a junior converts presence into relationships, and it works because so few people do it. **Etiquette, stated as rules.** Don't lead with an unsolicited portfolio link. Don't ask a stranger to get you a job. Don't send the same message to forty people. Don't argue with feedback you asked for — write it down, say thank you, decide later. Do follow up. Do tell people when their advice worked. Don't disappear the moment you get what you needed. **Framing the Guest Speaker Series Portfolio Review.** Say this in plain language and repeat it in Week 13: it is a read of your work by someone with taste. It is **not** a job interview, and treating it as one makes students defensive at exactly the moment they should be listening. Arrive with a specific question ("where does this fall short of a junior environment artist bar?"), a device that works offline, and something to write on. The goal is notes, not approval. --- ### 4.4 — Week 15 (Dec 4) · **Be chosen** **Goal:** graded final presentations in the morning half; the two things that happen after the portfolio is finished in the afternoon half. #### Block A — Final portfolio presentations (graded, ~2 hrs) Each student presents 6–10 pieces in a fixed time (7–8 minutes depending on roster size), followed by two minutes of questions. Rubric in §5. Ordering by lottery, drawn in the room. #### Block B — Interview strategy (60 min) **The three formats, which require three different preparations.** 1. **Recruiter screen** — 20–30 minutes, phone or video. Assessing fit, logistics, and salary band, not craft. Have your two-sentence pitch, your availability, your location answer, and your researched range ready before you pick up. 2. **The portfolio walkthrough** — the real one, usually with a lead or art director. Everything below is about this. 3. **Art test or take-home** — know the norms. Reasonable: a scoped exercise, clearly not shippable, with a stated time budget, ideally paid. Unreasonable: an open-ended request for production-usable assets, unpaid, on a tight turnaround. Students should feel entitled to ask "is this paid, what's the time budget, and will the work be used?" Asking is normal and is not rude. **Walkthrough craft — the single most teachable thing in this section.** The instinct is to narrate the making-of chronologically. Nobody wants that. **Narrate the decision instead.** For each piece, four beats: - what the goal was, - what constraint I worked under, - one decision I'd defend, - one thing I'd change now. Rehearse each piece at two lengths — three minutes and forty-five seconds — because you will not know which you get. Never apologize for a piece while showing it; if it needs an apology, it shouldn't be in the portfolio. If asked something you don't know, say so and say what you'd do to find out, which is the answer they're actually testing for. **The question that decides junior hires:** *"Tell me about a time you got difficult feedback."* Juniors are not screened out for talent; they're screened out for how they take notes. The strong answer has four parts: the note, that you didn't defend, what you specifically changed, and what the result was. Have one prepared and true. **Questions to ask them,** which are also diagnostics: How big is the team, and who gives notes? What did the last person in this seat work on? What does a normal week look like, and what does a crunch week look like? What's the review cadence? Where do you see this role in a year? The absence of a clear answer to any of these tells you something. **Compensation.** Know the band before the call. Sources, in descending reliability: postings with stated pay ranges, peers who'll talk, industry salary surveys, then aggregator sites treated with heavy skepticism. When asked "what are your expectations," defer once ("I'd like to understand the scope first — what range is budgeted?"), and if pressed, give a *researched range*, never a single number, and never a number below what you'd actually accept. Practice saying it out loud; the discomfort is the whole difficulty. **Red flags:** unpaid tests requiring shippable assets; "we're like a family"; no named supervisor; indefinite contract-to-hire with no conversion criteria; a range that appears only after you've named yours; reluctance to describe the last project the team shipped. #### Block C — Career navigation (75 min) The part the old course didn't have. This is the exit briefing. **1. Employment shapes, and what each one does to you.** | Shape | What it gives you | What it costs | |---|---|---| | **Staff** | Mentorship, pipeline education, benefits, a stable review cycle. The best first job if you can get it. | Slower credit accumulation; the studio's tools become your tools. | | **Contract / project** | Credits fast; you learn to onboard quickly; broad exposure. | No benefits, gaps between contracts, less mentorship, resume with gaps to explain. | | **Freelance** | Control, rate ceiling, variety. | It is a *business*, not a job. | If freelance: rates and scope in writing before work starts; 30–50% deposit; defined revision rounds; kill fee; net-30 with late terms; 1099 and quarterly estimated taxes; track unbilled hours. The rough heuristic that your freelance hourly should be roughly double the equivalent staff hourly is approximately right, and the reason matters — self-employment tax, no PTO, no employer insurance, and the unbilled hours spent finding the next job. **2. Skill compounding vs. skill scattering.** Argue for the **T-shape**: one specialization deep enough that someone can hire you *for it*, plus adjacent literacy that makes you employable on a small team — rigging literacy for animators, shader literacy for texture artists, engine literacy for everyone, and enough scripting (Python, Blueprint, MEL) to automate your own repetition. Scattering across five disciplines at intermediate depth produces a portfolio nobody can slot into a req. The T-shape is also the honest answer to "should I specialize?" — yes, but not exclusively. **3. The portfolio never finishes.** The six-month rule: if your newest public piece is more than six months old, you read as stalled, whether or not you are. Junior artists who visibly improve out-hire juniors with better but static work, because a lead is buying your trajectory, not your current frame. Set a personal cadence — one new or substantially reworked piece per quarter — and put it on a calendar today. **4. Layoff and volatility literacy.** The games and animation sectors have had genuinely rough hiring cycles in recent years, and pretending otherwise does students no favors. Practical consequences: keep the portfolio current *while employed* — this is when everyone stops; keep the network warm on a schedule, not on need; build a runway; understand at-will employment and what severance norms look like; know what your NDA permits you to show and keep personal, permitted copies of your work as you go, because access disappears the day access disappears. **5. Continuing education, evaluated honestly.** Transfer to a four-year program (check the articulation agreement now, while you're still enrolled); certificate and short-course programs; mentorship programs; online art schools — and a clear-eyed cost-vs-outcome frame for the last category, because that market contains both excellent programs and expensive ones. The default that costs nothing: keep making things and keep showing them to people who'll tell you the truth. **6. The 90-Day Plan (graded deliverable).** A written schedule, not intentions, covering the first ninety days after graduation: - weekly application target (a real number) - weekly informational-outreach target (a real number, probably 2–3) - weekly portfolio hours, on specific days - the next piece, with a completion date inside the 90 days - three events attended, named and dated - income plan during the search, stated honestly - **the branch:** what I do if nothing has landed by day 90 — which is the part that makes the document useful rather than aspirational **7. The alumni relationship.** Close by making it concrete: you can send me a portfolio for a read after you graduate, and I want to know where you land. Say it explicitly — most students assume the door closes in December. --- ## 5. Revised Grade Sheet Total 100 · Extra credit 5 · Grand total 105 · Grade scale unchanged: A ≥ 90, B ≥ 80, C ≥ 70, D ≥ 60, F < 60 | Category | Points | Notes | |---|---:|---| | **Attendance & appointment engagement** | **10** | Attending is not enough — arriving at the conference with work in progress and a specific question is the standard. | | **Portfolio inventory & triage** | **5** | Wk 2. Every piece bucketed with a one-sentence justification; FIX/GAP items carry hour estimates. | | **Portfolio plan & production schedule** | **5** | Wk 3. Sequenced across the semester with dated milestones. | | **Platform live & placement cadence** | **5** | Account live by Wk 3; pieces placed publicly on the Wk 5 / Wk 9 / Wk 12 cadence rather than dumped in December. | | **Resume** | **10** | | | ‎ ‎ ‎ first draft | 5 | Wk 7 | | ‎ ‎ ‎ final + one tailored variant | 5 | Wk 11 | | **Professional identity kit** | **5** | Wk 8. LinkedIn (headline, About, featured portfolio), platform bio, 120-word outreach note, Target List of 10 with a named human per entry. *(Replaces "social media accounts.")* | | **Website** | **15** | | | ‎ ‎ ‎ concept / design | 5 | Wk 10 | | ‎ ‎ ‎ first draft (content) | 5 | Wk 11 | | ‎ ‎ ‎ final (format & polish) | 5 | Wk 15 | | **Showcase piece** — reel, turntable set, capture, or playable build | **10** | | | ‎ ‎ ‎ plan / rough cut + shot list | 5 | Wk 12 | | ‎ ‎ ‎ final | 5 | Wk 15 | | **Networking log** | **5** | Running Wk 10 → 15. Ten entries minimum; at least three follow-ups sent; at least one event attended. | | **90-Day Plan** | **5** | Wk 15. Graded on specificity and the day-90 branch, not optimism. | | **Final portfolio presentation** | **25** | | | ‎ ‎ ‎ originality | 5 | Is there a point of view, or is this the tutorial? | | ‎ ‎ ‎ range | 5 | Does it prove the target role across more than one situation? *(was "diversity")* | | ‎ ‎ ‎ technique | 5 | Craft at or above entry standard for the stated role. | | ‎ ‎ ‎ presentation & aesthetic | 5 | Sequencing, breakdowns, role statements, and the spoken walkthrough. | | ‎ ‎ ‎ completeness | 5 | 6–10 pieces, everything finished, nothing that needed an apology. | | **TOTAL** | **100** | | | **Extra credit — Community Involvement** | **5** | Documented attendance/participation at an outside industry event: IGDA Dallas, Industry Giants, a game jam, a local screening or portfolio review, or the Guest Speaker Series beyond the required session. One paragraph plus evidence. | **Required, ungraded gate:** *Apply for Graduation on collin.edu* — verified at the Week 4 conference. Recommend an incomplete-until-satisfied hold on the Week 4 attendance credit rather than a point value, since points let a student trade the requirement away. ### What changed from the 2025 sheet, and why | 2025 | 2026 | Reason | |---|---|---| | Attendance 15 | 10 | Freed points for two new deliverables; engagement standard now explicit rather than seat time. | | Current portfolio review 10 | Triage 5 + Plan 5 | The review was the strongest thing on the old sheet; splitting it makes the *plan* gradeable, which is where students drift. | | Schedule 5 | Platform live & cadence 5 | The old "schedule" is now folded into the Plan; those points move to enforcing that pieces get placed publicly on a cadence instead of dumped in December. | | Social media accounts 5 | Professional identity kit 5 | "Having accounts" isn't a skill. Writing the profile, the bio, the outreach note, and the target list is. | | Demo reel 10 | Showcase piece 10 | Same weight, reframed so game-art students deliver turntables, captures, or a playable build instead of forcing everything into a reel. | | — | Networking log 5 | Networking was in the old syllabus as a topic with no deliverable, so it didn't happen. | | — | 90-Day Plan 5 | The course previously ended at the portfolio and said nothing about the job search. | | Final presentation 25 (originality / diversity / technique / aesthetic / completeness) | 25, "diversity" → "range," "aesthetic" → "presentation & aesthetic" | Clearer intent; "presentation" lets the spoken walkthrough be graded, which the Week 13 rehearsal is preparing them for. | | Community involvement 5 (in total) | 5 as extra credit | Attendance at outside events depends on transport, shift work, and childcare. Required, it penalizes the students with the least slack; as extra credit it still gets most of them there. | --- ## 6. Open Questions for You 1. **Block length and start time** — the group rotation in §2 assumes roughly four hours split into four one-hour windows. If the section is shorter, either drop to three groups or run 10-minute conferences. 2. **Guest Speaker Series date** — the schedule is built so that students are presentation-ready from Week 13 (Nov 20) forward. Once the department fixes the evening, the only adjustment needed is which week's conference becomes the final rehearsal. 3. **Plano Balloon Festival, Week 4 (Sep 18)** — confirm whether this section's campus is affected and whether the 3 p.m. close truncates the block. 4. **Track split** — the showcase piece assumes students self-identify as animation-track or game-art-track in Week 1. If the roster is heavily one or the other, Week 10 Block B can be a single path. 5. **Resume review support** — Collin's career services office may offer resume review; if so, routing the Week 7 draft through them as a second reader costs you nothing and doubles the feedback. --- ## Sources - [Collin College 2026–2027 Academic Calendar (PDF)](https://www.collin.edu/calendars/pdfs/2026-2027-academic-calendar.pdf) - [Collin College Graduation](https://www.collin.edu/graduation/index.html) - [Collin College Academic and Master Calendars](https://www.collin.edu/calendars/) - [IGDA Dallas chapter](https://igda.org/chapters/us-tx-dallas/) · [Dallas IGDA on Meetup](https://www.meetup.com/dallas-igda/) - [Industry Giants — animation, VFX and games conference](https://industrygiants.org/) - [Which Portfolio Platform Works Best For You? — Skillsearch](https://www.skillsearch.com/news/item/portfolio-platforms) - [3D Artist Portfolio Guide: Best Practices for 2026 — Fastio](https://fast.io/resources/3d-artist-portfolio/) - [The Complete Guide to Building a Professional Game Art Portfolio in 2026 — Juego Studio](https://www.juegostudio.com/blog/the-complete-guide-to-building-a-professional-game-art-portfolio-in-2025) - [Game Development Portfolio: What Studios Look For in 2026 — GameGen](https://www.gamegen.com/game-development-portfolio-what-california-studios-look-for-in-2026) - [How to Get Your Portfolio Reviewed at GDC — GDC](https://gdconf.com/article/how-to-get-your-portfolio-reviewed-at-gdc-2025/) - [ATS Resume Guide 2026 — My Personal Recruiter](https://mypersonalrecruiter.com/ats-resume-what-applicant-tracking-systems-actually-look-for-in-2026/) - [Top Resume Keywords for the ATS (2026) — Jobscan](https://www.jobscan.co/blog/top-resume-keywords-boost-resume/) - [Applicant tracking system — Wikipedia](https://en.wikipedia.org/wiki/Applicant_tracking_system)