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INTERVIEW FEEDBACK

This section is about my feedback from the portfolio interview. I thought it would be insightful to reflect upon this to adapt my portfolio further to be more successful. It can allow me to understand where I need to improve when I go to a professional interview outside studying for university.

Bernadine's/Kevin's feedback:

My feedback and response:

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A good introduction to yourself and your focus and what you want to do in the future. Confident introduction to yourself and your passion.


I was worried if I came across sporadic in some places and not very well organised in my thoughts, so I’m happy this didn’t come across this way. Though I feel that looking back at the recorded interview, I should have planned and practised more in the opening and channelled my nerves, as sometimes that does get the best of me.

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Luna: good explanation of the narrative and some explanation of the simplicity of the logo and its presentation on the app store. Good explanation of the colour pallet and why you went for the colours on the character. well-presented concepts


I’m glad I could have a clear explanation of the project and explain other elements that felt essential to mention upon talking about the brief. This project was not long finished before the interview, so it was still fresh in my mind about what I was talking about when it came to the project. Although I wished I had included the creature/monster designs within the portfolio to paint a picture of what the video game’s world would be like and showcase more different illustrative skills other than just human anatomy and character design.


I wanted this project to be different to my previous video game-based projects and challenge myself by creating a mobile game that is something I haven’t made before. This allowed me to focus on UI, which I’ve been interested in learning more about since doing my first game jam back in October, not to mention catering to the popularity and rise of mobile games and gaining more skills to showcase for potential clients.

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Comic book Greek mythology: clear explanation of the brief and why you chose to work on background design good mock-ups of the final comic.


Despite this being a second-year project, to this day, I am still really proud of the outcome, as I was able to explore composition more freely and focus on an interest of mine that I don’t get the chance to explore that much. Not to mention I poured my heart and soul into this brief as I wanted to challenge myself on aspects of illustrations that I struggled with last year when I was still getting used to illustrating digitally for most of my work. I’ve been thinking about redesigning this comic book within my free time to see the difference in my illustration skills and where I have improved since then. I wished I could create the book physically and display that; however, that is another thing I could focus on within my own time and possibly learn how to book bind also to make it more authentic.


Krungles: Needed more of a story description for this one. It wasn’t clear what the narrative for this was or that it was a concept for an animation or game design.


Looking back on the interview, I thought I described the narrative of this project well enough. It was supposed to be a game design project that focused on the 3D modelling aspects. However, that wasn't explained well throughout my presentation, and it wasn't mentioned until Vicki asked further about the project. Furthermore, it could also be that the project wasn't finished and was still in development.


In the future, I will explain each project's narrative in more depth thoroughly and include as much completed work as possible to display more clearly the purpose of the brief. Lastly, it could also be the fact that I was worried that I was taking too long on each project as I was against the clock throughout this interview. I will try not to let that concern me as much when presenting my work in the future.

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Animation for shortcuts: some technical issue with the sound on this which detracted from the understanding of the narrative. However, you did recover from this well by giving an overview of the narrative. As there was no sound, you could have started to talk about your thought process in developing the narrative for this animation and the visual style you created for the animation.

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I completely agree with this feedback. The technical issues with the sound threw me off, ultimately making me flustered during the interview, so I forgot to mention my process behind the animation and explain the visual style behind it. I shouldn’t have let my nerves take over me during this part of the interview, and next time if there is a technical issue like this again, I should find a way to let that not bother me so much so then I can explain the project thoroughly with or without the footage.

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FunGuy: you were clear that you had developed a game design based on this brief, and you gave a good outline of the game's concept and why you decided to focus on UI.


At first, I wasn’t planning to include this project in my portfolio because I felt it wasn’t as developed as the other projects. However, I was able to use this to my benefit due to it being a one-week brief. This allowed me to showcase my ability to work under pressure and how much I could produce during this timeframe.


Another thing why I decided to include this project within my portfolio was because it displayed my further interest in UI design as this was the focal point of my solution of the brief, as well as learning how to use the program Aseprite (pixel art program). This shows the range of different art styles I can produce, my skillset, and my ability to adapt depending on the brief.


Need to slow down, you went through the presentation too quickly.

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Again, another part of this feedback that I agree with. I feel like I went through the presentation too quickly because I was nervous, and I tend to ramble and talk for a while (especially when I am nervous), and since we had a 10-minute limit, I wanted to avoid this by saying my main points and moving forward with the next project. However, this wasn’t the best strategy as I forgot to mention certain things (like the Krungles and the animation project). It might have been hard for the interviewer to digest all the information I presented.


In the future, I will try to slow down more and take my time whilst presenting, as it often feels like you have been talking for a while, but in reality, you are going much quicker than you think.


Good that you have picked up on feedback from the communications you have made with the game company on Liverpool. You need to broaden the scope of your research into games companies to get a broader understanding of the industry.

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I agree that I should have mentioned my more comprehensive gaming industry research and not just what is available within my hometown. I previously went into depth on the industry further within one of the modules we did in the second year. I looked at international companies (for example, Blizzard, Riot Games) and the top-grossing companies in the UK (mainly gambling companies).


At the time, I thought it was only relevant to talk about the company that I got into contact with last summer, but I can see why that could have come across as limiting my knowledge of the industry in general. I should have found a way to mention further my research, and I will include further investigation in future interviews.


You should have prepared a question for Vicki, but you did recover well from being asked this. You are doing the right thing in relation to the approach you have already started to take in making connections and asking for feedback from as many places and people as possible and then following up on that feedback.


I mentioned this in my initial thoughts on the previous page, but I agree. I spent more time preparing any curveball questions Vicki could have asked me, but I didn’t think to ask her any. It might have been because I found it hard to come up with anything initially. After all, her work is hugely different to mine, making it difficult for me to ask a question at first during the interview.


I appreciated the answer I did get from Vicki when I asked about the best thing to do when starting in the industry. Her response was to keep going the way I am, make further connections, and ask for more feedback from different places. Again, I will continue on this path while researching more on the various video game companies throughout the UK, not just within my hometown.

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Good, confident start. Very organised presentation and thoroughly discussed. Good choice of background for your presentation that was relevant to your subject matter.

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During the interview, I wanted to use a background because it came across as more professional and tied in with my subject matter and showcased more passion for my art and career aspirations.

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Some issues with your sound for your animation, you dealt with this well and it did not seem to distract your confidence too much. You answered your questions confidently and with authority. You delivered your work with passion. Good presentation. Forthright and good direction presented. Very professional presentation.


Again, I’m happy that my body language or the way I spoke didn’t change despite the technical difficulties because, in reality, I was nervous (slightly shaky also). It did throw me off a lot, as I previously mentioned. I had a feeling that Vicki could have asked a question about the Krungles due to the fact they were still in development. Krungles is a project that means so much to me due to its sustainability message and how I designed them. Therefore, I was most confident in this project in particular because of this.  Not to mention they will be my exhibition piece for the degree show, where I will fully explore 3D modelling properly due to that being my main goal for 3rd year.  

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Interview Feedback: Text

©2022 by Kim Roberts

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