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Wednesday 9 November 2011

How to Create a Design Portfolio - Introduction


The Design Portfolio

Believe it or not, the design portfolio is actually a very rare thing. It is not often that I have seen any designers turn up to an interview with a collection of examples of their work. Usually designers are judged on the merit of their performance in an interview, or the results of a company's design test. Those designers that have included some materials with their submissions are often rather flaky or somewhat misguided. Honestly, your potential interviewer hasn't got time to sit through and read a 200 page design document.

But you can guarantee that an artist is judged on the merits of their portfolio, an animator on the quality of their reel, and programmers are often asked to prove their skills with some kind of tech demo. Surely there is a way we can provide employers with a portfolio to show design skills?

That's what this series of design blogs I am about to embark on will explore, in order to do so I will examine several potential aspects of a portfolio:
  • Part I - Documentation
  • Part II - Level Design
  • Part III - Game Mechanics
  • Part IV - Game Balance & Playtesting
  • Part V - Critical Analysis
Not all of these elements will be necessary for a design portfolio - and indeed some designers may not even find sections particularly relevant, but hopefully they will provide insight into what potential employers are looking for in a designer and what will help you stand out from the crowd.

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