Quote:
Originally Posted by DARKMITE8 
This puzzles me a little. My background is the comics/licensing field and they (editors, publishers, etc) want to see that you have the ability to draw "on model" and can handle rendering licensed characters (especially those owned by the company you are "auditioning for") consistantly. The tryout stuff is basically fanart, until you're hired.
DC's not gonna hire you to draw Batman if all you show them is Captain Carrot.
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That was my bad - I shouldn't have used "portfolio" (too much art/design stuff going on today; my head was somewhere else).
Saxon does raise a valid point - every time I did the comics route to try and break in, I always used characters specific to that company (Superman for Dc, Spider-Man for Marvel, etc. - I did an Ant Man(!) tale once and got some nice compliments from Tom DeFalco back in the day). That procedure of playing with a company's characters in that way ("fanart") works for the comics medium, but not so much for films. Comics companies also want to know that you can set up a scene, convey emotion (not just action), know your anatomy, play with lighting and shadows (when I was at the Kubert School, "Outer Limits" and B&W films were required watching for lighting and shadows - must tell my "Demon with a Glass Hand" story one day), camera angles, etc.
When it comes to film, however, (and I'm nowhere near as expert about film production as most of you lot) I'd assume most studios would want a prospective filmmaker to show them something that shows you know what you're doing, and also something that they haven't seen before - something fresh (innovative camera usage, lighting, composition, etc.). Shit, I look back at the first couple of
Evil Dead flicks and I'm amazed at some of the stuff Raimi pulled off, and he was just starting out. Same with Jackson in
Bad Taste. I highly doubt they'd be taken as seriously if they were shooting a
Secret Wars epic in the woods somewhere.
Apologies again for my faux pas!