Loading presentation...

Present Remotely

Send the link below via email or IM

Copy

Present to your audience

Start remote presentation

  • Invited audience members will follow you as you navigate and present
  • People invited to a presentation do not need a Prezi account
  • This link expires 10 minutes after you close the presentation
  • A maximum of 30 users can follow your presentation
  • Learn more about this feature in our knowledge base article

Do you really want to delete this prezi?

Neither you, nor the coeditors you shared it with will be able to recover it again.

DeleteCancel

Make your likes visible on Facebook?

Connect your Facebook account to Prezi and let your likes appear on your timeline.
You can change this under Settings & Account at any time.

No, thanks

Gaming Portfolios

The do's and don'ts of gaming portfolios
by

Sarah Kimblad

on 29 October 2012

Comments (0)

Please log in to add your comment.

Report abuse

Transcript of Gaming Portfolios

Put good examples in
your portfolio Display your BEST WORK Make sure to credit ALL CONTRIBUTORS Showcase your DIVERSITY, but
FOCUS ON YOUR STRENGTHS Your portfolio is your visual voice On the other hand... Be careful
how you
portray
yourself Don't include pieces with no RELEVANCE to the target market or pieces that do not exhibit your
BEST WORK Don't CLUTTER your portfolio with
filler pieces SHOWREEL
vs.
PORTFOLIO Showreels are essential for
PARTICLE EFFECT ARTISTS
ANIMATORS
RIGGERS Showreels are one- to
two minute
video compilations
showcasing your
best work.

Showreels are not feature films,
one minute is usually enough to capture interest without boring
your audience. Portfolios are
static collections of your best work. Portfolios are more commonly used than showreels due to the ease of updating them and the advantage of being able to admire a piece at length. Portfolios are commonly used by
MODELERS
SCULPTORS
TEXTURE ARTISTS
LIGHTING ARTISTS
SCRIPTERS Online portfolios Online portfolios are fast replacing the traditional binder portfolios in fields pertaining to multimedia.

An online portfolio can reach a large audience and is easily updated to keep up with your progress. In fact, it's so convenient use that some people confuse it with a Fonts Fonts are IMPORTANT. No matter how



they are, make sure they are above all LEGIBLE. COLOURS Colours can greatly enhance a portfolio, so make sure to choose colours that fit the overall MOOD and THEME.

Stay away from colour combinations that strain the eyes or are hard to see. NAVIGATION Navigating your site should be intuitive and painless. The front page should communicate everything you want a potential employer to know about you. Links to resumes and other essential information should be clearly visible and easily accessed from any part of the site. If several sections stretch the page vertically, add an index at the top of the page and a "Back To Top" button after every section. Try not to make your audience DIZZY SPACING Use space effectively: Do not stretch the page HORIZONTALLY
Make use of THUMBNAILS to fit several pieces on the screen The multimedia industry is VISUAL, use your space for images, not walls of text.
Never use REDUNDANT INFORMATION to fill space HOSTING If possible, always host your portfolio on your own website.
Third party hosting can conflict with bandwidth, loading times, copyrights, site navigation, and server crashes; not to mention restrict portfolio layouts and themes. EXAMPLES OF GOOD PORTFOLIOS http://www.sgvartist.com/ http://danielmagliola.com/portfolio/gaming/ http://www.thomasmahler.com/ http://minibaah.dk/ EXAMPLES OF BAD PORTFOLIOS http://jtartwork.wix.com/jasmine-tate#! http://karactaz.com https://sites.google.com/site/majdibadri/ Game developers are constantly looking for INNOVATION. Be ORIGINAL, and SHOW OFF YOUR SKILLS to grab their attention. Many programs are used in game development.
Make sure to show work from several programs, such as Autodesk Maya, 3ds Max, ZBrush, and Photoshop.
GET TO IT! Sources Myers., Debbie Rose. The graphic designer's guide to portfolio design. Hoboken:
J. Wiley & Sons, 2005. Print. Fox, Brent. "Creating a Winning Game Industry Art Portfolio." Gamasutra. UBM TechWeb, 14 Mar. 2012. Web. 28 Oct. 2012. <http://www.gamasutra.com/view/feature/165645/creating_a_winning_game_industry_.php> "Industry Portfolio Answers for Aspiring 3D Game Artists." Gamecore. Helios Interactive Inc., n.d. Web. 28 Oct. 2012. <http://www.gamecore3d.com/content/pages/portfolio-qa> Baron, Cynthia L. Designing a Digital Portfolio. 2nd ed. Berkeley, Calif: New Riders, 2010. Books.google.com. New Riders, 2009. Web. 28 Oct. 2012. LENSE FLARE FILTER. or
Full transcript