[quote name='Ravyne' timestamp='1314050532' post='4852538']
It wouldn't count against you to have a completed game -- especially if the company were seeking more of an "entry-level" or "generalist" -- someone competent in many areas, rather than specializing in one or two. (Ideally, one should have at least 2 "specialties" and be rounded enough to be competent in many or all problem areas).
Anyhow, this "stick-to-it-iveness" you describe can be equally well demonstrated by having *complete* technical demos -- One's which are both accurate and performant, ones which solve most, or all, off the odd corner cases and which don't explode when the moon is in retrograde. Additional polish will also be appreciated -- for example, having a workable UI to adjust all the interesting parameters of the demo.
This is really a question of resource allocation and time management -- The question is not "is it better to have a full game or a technical demo" -- the question is "How many interesting, polished technical demos can I complete in the time it would take to complete a game? How many can I complete in the time it would take to complete a *polished* game?"
My argument pro demo rather than full game is a bit stronger than yours. I believe a demo is better than a full game. If I am interviewing a candidate, there's a good chance I will download a tech demo to play with it, and maybe even peek at the code. It's much more unlikely that I would download a whole game and play through it looking for signs of interesting features. No one has the time to go through the source code of an entire game looking for interesting code.
Imagine if you were hiring a plumber and he said, "Behold! The house that I built with my bare hands!" You'd say "Okay, that's nice, congratulations.. but I kind of just want to see if you're a good plumber. We already have carpenters and electricians."
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I should have been more clear. A 'game' in my initial post would be, as you say, a completed tech demo. That's all I had when I started, it was a "part" of a game but it had sound, graphics, animation, ui, input etc. There was not any real game play, just a complete usable front end without much in the way of AI or "game". I had a bunch of little testbeds with various ideas I'd not put into the base game.
The idea being that I went in showing desire, some ability and flexibility etc. At that time, it was 2.5D stuff using DirectDraw (D3D wasn't out yet and a 3DFx board was still too expensive). Hence why I mention keeping it simple.