truesayian said:
bring a resume, i guess.... but seriously, bring a VERY STRONG and ORIGINAL PORTFOLIO.
That's basically how it is.
Note 1: Cut the crap. Don't worry about how
much stuff you've got until the crap is cut out. Everybody knows about first impressions, and if your first ten seconds/ten works aren't your best, they're going to haunt everything that comes after. This applies especially to animators, because almost everyone would rather see 30 seconds of quality rather than 3 minutes of "needs work".
Note 2: be prepared to give away portfolios. And in my experience strong work for a game demo or the like trumps everything else unless you're looking for a cutscene job. Companies will always tout talent before training (if you draw like Oh! Great, learning how to use Windows XP is considered a minor setback), but showing great work in a game environment is like a sign shouting out "I'm qualified, quick - hire me before I go somewhere else!"
Someone once told me that ideally you should spend money equivalent to a third of your tuition just to market yourself and deal out portfolios, and while I'm not sure how true that is, the guy with the blank label CD is rarely going to be seen before the guy with the illustration labelled DVD and glossy prints. Even if you hand your stuff in first.
(Yes, I've seen people hand in VHS tapes with packing tape name labels)
Note 3: Character/Environment artists: Bring a sketchbook if possible. You're not about to pawn it off, but if person A is intrigued by your stuff, they'll definitely want to see how you do with rough work. I've personally hired at least one person before based on their sketchbook works after being left not completely convinced by their portfolio pieces.