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Building a Game Development Portfolio Print

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Demonstrating capability.

WHAT DEMONSTRATES MOST

Finished games, however small.

WHY FINISHED

It proves you can complete, which is the scarce quality.

WHAT TO INCLUDE

Playable builds A short video A description of your specific contribution What was difficult, and how you handled it

WHY YOUR SPECIFIC CONTRIBUTION

Team projects otherwise say nothing about you.

WHAT PROGRAMMERS SHOULD SHOW

Code, readable and organised Systems you designed Tools you built

WHAT DESIGNERS SHOULD SHOW

Levels or systems, playable Documented reasoning Evidence of iteration from testing

WHY ITERATION EVIDENCE MATTERS

It demonstrates the actual skill, which is responding to what testing shows.

WHAT ARTISTS SHOULD SHOW

Work in a consistent style Assets in an engine, not only in renders Range appropriate to the roles sought

WHAT GAME JAM ENTRIES PROVIDE

Evidence of finishing under constraint.

WHAT TO AVOID

Unfinished ambitious projects Tutorial reproductions Portfolios requiring effort to understand

WHAT TO MAKE EASY

Playing or seeing the work within seconds.


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