Professional Documents
Culture Documents
Game Industry Portfolio Best Practices
Game Industry Portfolio Best Practices
Game Industry Portfolio Best Practices
Last revised February 19, 2021 by Mike Sellers (@onlinealchemist, iugameprof, sellers @ iu . edu)
(This doc includes contributions from many professional game designers and hiring managers including Mitch
Goldstein (@mgoldst), Larry Mellon, Nathaniel Ferguson, Geoff Zatkin, and in particular Ian Schreiber, among many
others who contributed their experience and wisdom.)
Note: If this is not showing up well (may happen on mobile), here is a link to the doc as a PDF.
Your online portfolio is often the first thing a potential employer will look at to determine if they
want to interview or hire you. A resume can list all sorts of accomplishments, but a portfolio
shows what you can do based on what you have actually done.
In particular, this is your opportunity to tailor how someone sees your work:
This is your opportunity to really impress a potential employer the way a dry resume may not.
Take the time to get this right -- and understand that you can’t put together an effective portfolio
in a short amount of time. If nothing else, you will need time to create and put together the
content that makes up the heart of your portfolio.
Main Points
1. Who are you? What are your skills? Make sure your name and contact information
are clearly shown on your portfolio, and that your skills/focus area are immediately
apparent. (But: don’t let your name/face/etc get in the way of your portfolio content.)
2. What job are you looking for? Provide a high-level description of your professional
focus on the first page a visitor sees. Think of this like your personal concept statement.
“I am a systems designer adept at creating and balancing multiple systems and
progression curves.” Or, “I am a concept artist specializing in bright fantasy pixel art.”
a. Avoid the temptation to try to be too many things. Focus on one area where you
want to work. Saying, “I’m a gameplay programmer who also designs complex
systems and composes awesome audio” makes it sound like you don’t yet know
what you want to do. If you do have amazing talents in different areas, show
these on your portfolio as their own sections, but choose one to emphasize here.
b. You will of course need to support your professional focus in your portfolio. If
you’re “a narrative designer who can quickly sketch compelling characters in
text,” then you need to have multiple examples from different genres to show
this.
c. In terms of overall organization, it can be helpful to list similar examples of your
work first, rather than organizing them by project. So if you have made
environmental and character art for three different projects, group all the
environment art together, then all the character art. Or if you’ve been a systems
designer on two different projects, show the design, spreadsheet, etc. work
you’ve done on each to show your skills in each area. Then if you want to have a
page for each project and what you did on it, you can -- but employers are
primarily interested in what you have done, not in the projects themselves.
3. Your portfolio should clearly highlight your skills and be easy to navigate. Don’t let
anything get in the way of a potential hiring manager quickly seeing what you do well.
4. Show your best work first. Avoid the temptation to pad your portfolio with crappy work.
5. Talk about your process along with your work: what were you trying to accomplish, how
did you go about it, and what did you learn along the way? These are often as important
as the work artifact itself.
6. Show in-process work, but be careful of showing too many unfinished projects. The
best things you can show are professional-grade work on finished projects. As with the
process comment above, don’t be afraid to show the arc of development in your work --
how a character or design changed from original idea to finished product.
7. Keep your portfolio up to date! Do not let it go stale. Yes, this means you need to
keep adding new work to it all the time.
8. Make sure your URL is easy to type in, whether you have your own domain or use an
existing service. A custom domain is going to be seen as more professional (excepting
artists using Artstation).
General Advice
17. Be careful with buzzwords. Be prepared to talk in-depth about anything you list as a
project, process, tool, or skill. If you’re listing tools or languages, measure how well you
know them by the number of years you have used them. Keep in mind that 2 years of
using C# in school will not be given the same weight as doing so in industry (which is
why being able to show what you can do in your portfolio is so important).
18. Use as many images and short video segments as you can, but make sure they’re high
quality and large enough to be clear. One primary “beauty shot” for each item on the
main page, and then a few others on a detailed page.
a. One short 30-60 second trailer video is often a good idea for a major project but
DO NOT autoplay these, especially with sound.
b. Animated GIFs can work well, but also become tiresome quickly -- and multiple
GIFs beside each other create visual cacophony (avoid this).
c. Use explanatory text along with any images/videos, but keep it brief. If someone
reading your portfolio wants to know more, they can always ask you!
19. If you’re showing code, show snippets and talk about why you wrote it that way.
Definitely include a github (or similar) link -- but don’t expect anyone to actually page
through your code.
a. Do not show any uncommented code. No one is going to take the time to puzzle
out what your code snippet does.
20. If you’re showing design docs, either show these as links that open a new tab or window
(so the reader doesn’t lose their place on your main site) or as an embedded scrollable
window. As with code, don’t expect someone to page through tons of lore for your game:
highlight what you think is most important to show what you did and why it’s valuable.
21. Provide a link to your finished games if you have them, but don’t make this the primary
aspect of your portfolio -- most people are just not going to have the time or inclination to
go play yet another game. Again, you want to make it as easy as possible for a potential
employer to understand your work, primarily via images and text.
22. Use spell check. Then have someone else read it just for spelling and grammar too.
23. When showing your portfolio or going to an interview
a. Never depend on there being good wifi. Have a backup of the whole thing on
your harddrive, on a separate USB, and to be really careful, printed on paper.
b. Clean your screen!
c. Make sure your device (laptop or tablet etc.) is fully charged.
d. Check your desktop and background for anything that might be at all offensive or
embarrassing and remove these.
24. Do not let your portfolio go stale. You should always be adding work to it. If you show
something as “in progress,” make sure you show progress regularly. If you’re going out
looking for jobs and you don’t have anything to show on your portfolio for the last year…
what were you doing? How serious are you about getting a job, really?
a. As a corollary, write text that’s future-proof. Read what you write and ask if it will
still be true in five years: “I have been making games since 2018” vs. “I have
been making games for the past three years.”
25. Remember that your portfolio is not enough on its own. It will not attract people to you
just by being there. Your portfolio is what you can send people to after you’ve
exchanged a business card at a conference or networking function (because your
portfolio address is clearly shown on your business card, right?). You need to get
yourself out there so that people know your portfolio even exists.