Your first Portfolio!
In a couple of months once I have finished my degree, I plan to spend some time getting together a decent portfolio to help try and get a job in game development. I've a couple of extra hurdles to jump in the sense that im currently based in the UK (and will be applying for jobs mostly in California) so getting hold of a visa wont be the easiest task :( My question is about what employers look for in a portfolio, and what I should try and put together. Currently my (unfinished) porfolio consists of A few simple 2D games (i whipped up Tetris/Pong/Breakout in a few days for fun) An unfinished 3D game engine Wheras i know the game engine will never really be finished, i do want to improve it significantly (its currently about 10k lines of code, but doesn't have support for anything all that complex as far as graphics are concerned) I want to add into my portfolio the following things before applying (or whilst applying) 1) A 2D game (maybe a side scroller) actually running on the GBA. 2) A single 3D Demo using HLSL to show as many impressive effects as I can think of (advanced water / lighting effects) 3) Possibly a short mod for something like HL2, or a small 3D game using Torque Now, I don't really expect to get all that done anytime soon but its on my todo list. I was just wondering how a portfolio like that may stand up against other candidates, or if there is anything i should ignore/focus on. I'm also very interested in hearing what kind of portfolio's other people have put together, and how successful they think they're approach was :) Thanks ;]
"Leave it to the computer programmers to shorten the "Year 2000 Millennium Bug" to "Y2K." Isn't that what caused this problem in the first place?"
A small HL2 mod seems like a good idea. Companies like to see that you can use existing code bases etc.
Or, you could apply to a relatively well known HL2 mod that may be in need of a programmer (as they always are) and help them to release... which would look quite good on a resume as well.
Here is one for a start.
Here is one for a start.
go to start to finish a simple game using torque ,the Studios , try to find people how can start and finish things...
Quote:
Original post by Tesl
My question is about what employers look for in a portfolio, and what I should try and put together.
It sounds like you are doing software (hence the information about mods). I assume artists already know what to put in an art portfolio.
A programmer's portfolio is just evidence that you have the knowledge needed and that you can finish something.
If you decide to send them a program on a CD, then you better make sure that it is incredible and a finished game.
An unfinished or unpolished game is worse than no portfolio.
Did I stress that enough? I have seen exactly one exception in over a decade, but that is because it was impressive in a bunch of other ways. (A serior project documented to take 9 months. It was a networked multiplayer RTS with great-looking particle systems and other shader effects, transitions between multiple gameplay styles, several autonomous unit types, fun gameplay, and so on. They had most of their senior class test it in the computer labs with 8 players, and got great reviews. But it was not polished. Last I heard of them, two of the three students were working at Microsoft on the XDK.)
You ought to be able to let everybody in your senior-level CS classes play it. They ought to be impressed. If they aren't, it isn't good enough. If you don't send a physical disc (maybe it's on your web page) it will never get looked at.
Use whatever (legal) tools, artwork, and libraries you need to *finish* the game.
If it isn't finished and fun, don't bother including it.
Quote:
Original post by frob
If it isn't finished and fun, don't bother including it.
Okay thanks, I feel like that is really great advice! :)
Should I be bothering to make small demo's - which might only involve moving through a complex 3D scene - or should I be concentrating on something that may appear a bit simpler, but is a bit bigger and complete? (I hope that makes some sense!)
The main problem with 3D work is getting hold of impressive models to display. Maybe building a complete Mario clone or something would be better.....?
(im thinking a Mario clone or smaller RPG running on a GBA :) )
"Leave it to the computer programmers to shorten the "Year 2000 Millennium Bug" to "Y2K." Isn't that what caused this problem in the first place?"
Quote:
Original post by Tesl
Should I be bothering to make small demo's - which might only involve moving through a complex 3D scene - or should I be concentrating on something that may appear a bit simpler, but is a bit bigger and complete? (I hope that makes some sense!)
The main problem with 3D work is getting hold of impressive models to display. Maybe building a complete Mario clone or something would be better.....?
(im thinking a Mario clone or smaller RPG running on a GBA :) )
Since you're just out of college, assume the aren't going to bother looking at a portfolio unless it is super impressive.
When (if) they call you in to an interview, they'll ask you lots of questions about the math, and have you do some. They'll probably also have you write some code that does the math or some fun algorithms.
When I say "fun algorithms", I mean fun for the interviewer, often very agonizing for the interviewee if they don't think about it enough. One very specific problem (I'm not going to disclose here) is to compute (the thing) then display it. We'll give the display code and the data loading code, you just write the compute step. The 'obvious' solution is O(n^3) and will run at about a frame per second. The pretty good solution is O(n^2) and keeps the CPU busy as it tries to keep up with the display. The really good solution is O(n) with a lot of initial overhead and a bit of memory, and can keep the cpu essentially idle as the display updates at 75Hz.
The good candidates usually program and test the fast algorithm in under 2 hours, and explain that the loading can be made faster by pre-computing the values. The questionable candidates choose the n^2 algorithm and finish in 2-4 hours. The bad candidates never finish or give the slow algorithm and say "it still needs to be optimized".
If your own games teach you the math, then you're okay. If you learn algorithms in school, even better. If you know both, you really don't need to worry about a portfolio.
Quote:Employers seldom bother with the hassle of applicants who require a visa when looking for entry level staff. To import someone the company needs to show there is no local talent with the same skills. Given that as an entry level employee you have no proven commercial ability there will be hundreds of local applicants who will get the job before you.
Original post by Tesl
I've a couple of extra hurdles to jump in the sense that im currently based in the UK (and will be applying for jobs mostly in California) so getting hold of a visa wont be the easiest task.
It would be much smarter to get your entry level job in the UK, gain some experience and then relocate.
Quote:Trouble with clones is that they show a lack of imagination.
Original post by Tesl
The main problem with 3D work is getting hold of impressive models to display. Maybe building a complete Mario clone or something would be better.....?
Dan Marchant - Business Development Consultant
www.obscure.co.uk
www.obscure.co.uk
Quote:
Original post by frob
Since you're just out of college, assume the aren't going to bother looking at a portfolio unless it is super impressive.
Hmm, iv always been under the impression that when applying for entry level positions a decent portfolio is *really* important to have. I suppose it can't hurt at least.
Quote:
Original post by Obscure
Employers seldom bother with the hassle of applicants who require a visa when looking for entry level staff. To import someone the company needs to show there is no local talent with the same skills. Given that as an entry level employee you have no proven commercial ability there will be hundreds of local applicants who will get the job before you.
It would be much smarter to get your entry level job in the UK, gain some experience and then relocate.
Yeah, im already beginning to find out how difficult relocating could prove to be. If im unable to find anything, then I will probably have to stay here for a few years first ... *sigh*
"Leave it to the computer programmers to shorten the "Year 2000 Millennium Bug" to "Y2K." Isn't that what caused this problem in the first place?"
Quote:
Original post by Anonymous Poster
What math do you think/feel is a must?
That's a good question >_<
Ive gotten A's in all my math classes upto Differential Equations and a B on linear Algebra and I feel lacking when it comes to 3d math :/
So what math is really needed for game programming?
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement