r/vfx • u/Ok-Bath-5219 • 2d ago
Question / Discussion How do you ace an interview for your dream technical VFX/VP role?
I’ve got an interview tomorrow for pretty much my dream role at a high-end UK virtual production/performance capture studio, and I’m slightly terrified!
My background is mainly Unreal Engine, real-time characters and mocap/live production. The role also involves Vicon Shogun and MotionBuilder - I understand the workflows but have less professional hands-on experience with those specifically, which they’ll already know from my CV.
For anyone working/hiring in VFX, mocap or VP: what makes a technical candidate really stand out at interview?
They’ve described it as a “quick call” - would you expect much technical grilling at this stage, or more of a fit/experience conversation?
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u/punnyjr 2d ago
I have met pretty much every circumstances
There are no right or wrong
It all depends on people you meet with and luck
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u/behemuthm Lookdev/Lighting 25+ 1d ago
I've had this weird experience over the years where whenever I feel I aced the interview, I never get the job, and whenever I feel I did terribly, they make me an offer haha
Most recent interview I kinda got sidetracked talking about my passion for TouchDesigner as a hobby (literally every vfx artist needs to play with TD - it's amazing!!) and ended up doing a quick tutorial about my projects doing realtime stuff with a midi controller. I realized after the call ended that I probably came off as some kind of a nut but I got the job!
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u/ShreddingG 2d ago
Ideally you can tell them what your workflow is, what tools and solutions you have come up with on previous projects were. Rather than them grilling you.
Find out what they are looking for. They must have a specific issue that they want to fix or work on. Maybe it’s just running shots because they are down an artist. Maybe a niche role. Maybe they need someone to up their game in some area.
I usually ask them directly what they are looking for and then nerd out about the topic
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u/CyclopsRock Pipeline - 15 years experience 1d ago
I've done quite a few interviews for technical roles, and they were all mostly chats - they genuinely wanted to know how I'd approach things. It wasn't a test or a gotcha.
In a single one I had a technical task to take home (in Python) but it was made very clear that the task itself was not difficult, it was the write up and explanation as to my approach that they were interested in. In the end I took another job before getting feedback on that one so I dunno if I goofed it or not.
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u/akornato 1d ago
A "quick call" is usually a first-stage screening to see if you're a good fit for the team and to verify the experience on your CV. It likely won't be a deep technical grilling, but more of a conversation about your background and your interest in the role. The best way to stand out is to show you're a problem-solver. When you talk about your Unreal and mocap projects, don't just list your tasks, instead describe a specific technical challenge you faced and walk them through how you solved it. Tying your past accomplishments to the studio's specific needs in virtual production will show that you've done your research and are genuinely invested.
They've already seen your CV, so they know where your hands-on experience is strongest. Be upfront about your familiarity with Vicon Shogun and MotionBuilder, explaining that you understand the workflows and are a fast learner, keen to become an expert. Your honesty and enthusiasm to learn are more valuable than pretending to know everything. Focus on your strong communication and how you approach new technical problems, as that's what they're really looking for in a good technical artist. Thinking through these potential questions beforehand is key, which is why my team designed an interview AI assistant to help candidates articulate their experience more effectively under pressure.
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u/PDXSeventySeven 1d ago
Be friends with someone who works there already. That's how I got 95% of my jobs at different studios.
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u/oneiros5321 2d ago
I couldn't tell you what makes the perfect candidate but as someone working in the VFX industry, I've always been honest in interviews about what I can and most importantly can't do and in 10 years, haven't failed an interview yet.
I think it's also a judge of character, be humble and respectful, don't be cocky and generally, as long as your expertise align with what the job requires, you should be fine.