The director saw my work and asked if I would like to be apart of the project.
But if you want to get into concept art for video games, put together a portfolio. They wanted my style for the game but usually a concept artist has to be able to mimic whatever style is required for the project.
But for now I would say to concentrate on a kick ass portfolio that includes characters, environments, vehicles, and a couple creatures. Then submit to video game studios.
You make a portfolio by creating pieces of artwork that are appropriate for the field your trying to get into. If you want to get into concept art, you have to understand anatomy, perspective, color theory and be able to create images that look really freak'n cool.
Once you have the images you feel are a good representation of your skills, you can create a online portfolio at any free web service like weebly.com, put it up on a blog, or yes just set up something on DA. Keep in mind though your portfolio should be your best work, as your trying to put your best foot forward, and make the best impression you can. Fewer pieces of your best work is better than a sea of a mix of good and mediocre stuff. Plus people who want to see what your capable of can be overwhelmed with too much stuff to look at.
The other large factor in whether you get work or not is your competition. Pros are constantly honing their skills, and keeping up with trends. There are plenty of DAers that are your competition, so ask your self what is going to set your stuff apart from everyone elses?
If your looking for more info on doing concept art you definitely need to check out Feng Zhu's youtube channel--> [link] . He's a god in the concept world, and knows a lot of things that help get your work noticed, as well as shares his experience working in the field. For someone like yourself all his videos should be required viewing.
The modelers working on them did a awesome job interpreting my designs into 3D. The hardest part was trying to translate the way I draw faces into 3D, as my facial structure is somewhat stylized, and doesn't translate well to 3D, as easily as a regular face.