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April 8th, 2007

Creating the Ultimate Game Design Portfolio

Here is my second attempt at passing on some useful knowledge to up-and-coming game designers and game design students. Your portfolio is your way of saying “I’m awesome, hire me!” It’s what will get you in the door, or if you’re already in the door, it’s what will keep you from getting kicked out. So you gotta make it good…

If I were to imagine the ideal portfolio for a game designer, it would include the following six things. You can probably get away with four or five of them, but all six would make me go “wow, this is some portfolio!” And that’s what you want. Some “wow” in your portfolio. So here we go!

1. Cover Letter

The first thing you need is a very well-written cover letter, explaining why you want to be a game designer, and why you have what it takes. I’m afraid I can’t give you any more tips on this one, it has to come from the heart.

2. Résumé

Next you need a thorough resume that explains your experience in terms of your education, your work, and your personal projects. Don’t leave stuff out. Did you spend a year managing a GameStop? Include it! Your experience makes you who you are, and it can all be applied to making games in ways you might not think of right away.

3. A Game Level

Modern video-games are mostly level based, so a completed level for a 3D game is a must. Almost all of the tools that professional game developers use on a daily basis are either free for download, come packaged with games, or are available for cheap at a student store. There’s no excuse for you to not have used these tools to create some professional-looking levels.

Make a multiplayer level for Unreal Tournament 2004, a single-player level for Half-Life 2, or a polished mission for Dawn of War. It will show that you’ve taken the initiative to learn real-world game tools, and that you can use them to make something fun. Everything you need to make such a level comes with these games. You don’t have to be an amazing artist, but you do need to have a decent eye and a good sense of scale, space, flow, and composition. Oh, and of fun gameplay of course.

4. A Small Game

One of the best ways to show that you understand games is to make a small one yourself. This doesn’t have to be a massive, sprawling action-adventure game. A simple, 2D puzzle game that you’ve created in Flash will suffice. Show that you can translate concepts into something fun and playable. Creating a pure clone of a classic game is ok, but something new will help you stand out. If you can’t do the programming to make a playable game, make an animation or video of what your game would look like being played.

5. A Written Game Design

Next up is a written concept for an original game. You want to show that you’re a skilled writer, and that you can describe your ideas in a clear, concise manner. You might not realize it, but a good deal of the job is writing. Write a 1-4 page description of your idea for the best game ever. It doesn’t have to be a 100-page game design document for your grand action-rpg-rts-flight-sim-hybrid game. In fact, game developers are busy and don’t have the time to read all that. If you can’t make a game sound fun in four pages, another 96 won’t do you much good.

6. A Card/Board Game

And finally… you include the written rules to a card or board game that you’ve designed. The big advantage to having this in your portfolio is that it’s very easy for someone to read through the rules and see if you understand the most basic mechanics of game design. Not only that, but so long as you haven’t submitted Monopoly, it’s possible for someone to play your game and have fun with it.

Final Thoughts

Now here’s the disclaimer: Even if you have all six of these things in your portfolio, there’s no guarantee that you’ll get a job as a game designer. It will still take time, patience, and persistence. Not to mention talent! Every studio will want something slightly different from you. Some will want more levels, others will want more writing samples. Some won’t want to see any of this, and want to test you in their own way! So you have to be ready for anything.

The number of people wanting to get into game design has skyrocketed along with the popularity of games, so your best bet is to pursue all avenues of getting into the industry… be it through quality assurance, IT, or any other excuse to get in the building. Apply for any job that you’re qualified for, as you’ll need practice showing your portfolio, talking about game design, and jumping through the interview hoops.

Best of luck to you on your quest! And just to be 100% clear, I’m not hiring anyone these days, so don’t send your portfolios my way.

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17 Responses to “Creating the Ultimate Game Design Portfolio”

  1. erik commented:
    posted April 10th, 2007 at 12:27 pm

    for #6, would a roleplaying game system/universe (or expansion)/rulebook you’ve invented & playtested work as well?

  2. Patrick commented:
    posted April 10th, 2007 at 11:02 pm

    Erik- an RPG system would fill that same need. I wouldn’t recommend you submit a 100-page sourcebook, as that’s probably too much content. You probably only need five-to-ten pages that explain how the system works, how combat and conflict is settled, and generally how the game is played. Of course it might be difficult to play a full-blown RPG at an interview.

    A fiction writing sample is something I left off my list of portfolio items, but it’s a really nice bonus. It can be baked into any of the other portfolio items, or submitted by itself. Ideally you can show that you understand characters, settings and plot… and how they relate to gameplay.

    For example, does the map you create for an existing game fit seamlessly into that game’s existing fiction? Or does it create its own little world, like you’re getting a peephole view into something much larger? Both are difficult to accomplish, and the people reviewing your work will recognize that. :-)

  3. chaitu commented:
    posted April 14th, 2007 at 5:18 pm

    that is very good information ….

    I’m also one of those guys who are trying to get into game design..and this info u provided will be of good help. and looking forward to see more of these..

    and I’m currently trying for a place in the ‘daretobedigital’ game design competition. wish me luck ;)

  4. Patrick commented:
    posted April 15th, 2007 at 11:38 am

    Best of luck with the contest! Sounds like a great way to get experience with deadlines, requirements, and a team. All important parts of the puzzle.

  5. Ash commented:
    posted May 18th, 2007 at 1:28 pm

    Thanks for the advice!

    I was just woundering, as a games designer do you still get time to play games?

  6. Patrick commented:
    posted May 19th, 2007 at 11:31 pm

    Ash- well, I make the time to play games. It’s usually late at night after I’m home from work and my wife has gone to bed, or playing handheld games on the train/bus to work. But we also often pull up games at work just to check out a mechanic, remind ourselves how something worked, or just for inspiration.

    I also try to take my own advice about playing and thinking about games. I try to play as many games as possible, but when a “big game” comes out pretty much everyone on our design team gets it and plays it. A bunch of us play coop games together. It’s a little sick to work a 10+ hour day then go home and play online with the same people for another couple hours. But it’s still fun. :-)

  7. Ryan Miller commented:
    posted May 24th, 2007 at 6:48 pm

    I appreciate the advice you post here about how to get into the game industry, I hadn’t thought to do…any of it. I saw you mentioned in an issue if EGM, and decided to look you up here. I wasn’t even interested in your newest game project (Stranglehold I believe.) But knowing your working on it, will make me turn a second glance to it. It’s much appreciated once again.

    - Ryan.

  8. Alex commented:
    posted May 28th, 2007 at 1:49 pm

    With regard to the written game design, when you say “original” do you mean the story that it tells as well as the mechanics and such? Should I avoid proposing any kind of ‘licensed’ game or one that uses an existing IP. Say I had an idea for a game based on a comic or TV show?

    Would having multiples of any of the things you list be bad, is it possible to have too much in the portfolio regardless of quality?

    And when you say design a card game, do you mean using a normal 52 card, 4 house deck or something with cards of it’s own, like a collectible card game?

  9. Patrick commented:
    posted May 29th, 2007 at 10:51 pm

    Well first off, when you apply for a job carefully read the instructions for submitting your portfolio. If a studio says to submit at least three map samples, absolutely make sure you have three samples in the format they want. The best way to get disqualified is to not follow their directions. Anything else you submit is gravy.

    An easy way to “sneak” extra material into your portfolio is to put it all online. You can load a website full of as many design samples as you want, but only email in what the company specifically asks for. Any studio worth their salt will check out your website along with your submitted works, so make sure to include a URL with your resume.

    The issue of submitting content based on your own original IP versus an established one is pretty complicated. Some studios won’t accept any original works, as they feel it puts them at legal risk. So again make sure to read what each studio is looking for in a portfolio submission. If you really want to submit a game concept based on an established IP, that’s fine, but I’d recommend you only send such ideas to the studio that owns the IP.

    Applying to LucasArts with your great idea for a Halo spin-off, or to Bungie with an awesome Star Wars strategy game won’t do you much good. Showing that you know and love a company’s universe can be a feather in your cap, so long as you’re 100% OK with the possibility of your idea getting used with or without you. Just do your homework ahead of time, know who owns what, and submit accordingly.

    As for the card game design, any old card game will do, be it based on a standard deck or one of your own creation. When you get invited for an interview bring along whatever’s needed to play the game, be it cards or dice. The studio might not ask to play your game, but you should be prepared for anything. They just might come in handy to show off some on-the-fly design skills, or help kill some time in-between interviewers. :-)

  10. Jenny commented:
    posted June 12th, 2007 at 9:27 am

    Excellent information!

    Re: the sample small game - you mention that a simple 2D Flash game will do. I might be extrapolating this a bit, but would you say the “less is more” route is preferable (a simple, clean game that shows off your skill set but isn’t too fancy)? In terms of “wow” factor, is it good to be a show-off, or is that totally unnecessary if you have solid skills?

  11. Patrick commented:
    posted June 12th, 2007 at 11:33 pm

    The most important thing is that the games in your portfolio are fun. If you can totally nail the fun part, then that’s awesome. But beyond that, put in as much wow as you have time and energy for. Even though we designers like to think we can be completely objective, we’re still human… which means we’re influenced by pretty things, shiny things, and things that sparkle. Oooohhh… sparkly.

    But a word of warning, I’d much rather play a fun, simple game submitted than a game that’s fun, but doesn’t look pretty or professional. There’s a really fine line between something looking simple and “prototype-y” on purpose, and something looking unfinished. I think the “best” prototype graphics are the ones that almost look like a visual style of their own, like the Half-Life 2 “orange maps.” :-D

  12. lozz commented:
    posted June 27th, 2007 at 10:55 am

    thankyou so much, i have made a portfolio that consists of an unreal tournement GOTY (1999) level but will upgrade it to 2004, is it usefull to have a second portfolio showing the process incase asked?, and also my portfolio shows examples of my work in illustrator, photoshop, indesign and things like that, shall i keep them in or is it too much?

    thankyou, i apreciate this help.

    Laurence Berry, applying for university in UK.

  13. Patrick commented:
    posted July 2nd, 2007 at 12:32 am

    I’d probably include the graphic design samples in your online portfolio, but not in an initial submission to a studio. Unless of course the position you’re applying for calls for graphic design.

  14. Luke commented:
    posted August 6th, 2007 at 8:22 am

    Thanks for the advice. Although your advice is pretty, simple and obvious in most cases eg, expectations of a “big boss man”. I’m beggining to believe that this whole industry is like a cult of some sort. Why cant I just go into the industry with my simple human instincs and original “un-corrupted mind” ? Cheers, Luke.

  15. Marlon Sullivan commented:
    posted October 30th, 2007 at 4:53 pm

    Thank for the advice Mr. Curry. This will really help me out in my never-ending pursuit to get into the gaming industry. I appreciate the help. By the way, I did not know that you helped make stranglehold. That is a great game! Keep on making great games. - Marlon

  16. Zak Wendt commented:
    posted June 19th, 2008 at 8:27 pm

    Hi! I was looking over your thoughts on portfolios, and it’s pretty helpful. I’m beginning my 8th quarter as a game design student at the Art Institute of Pitt, and I’m noticing that the portfolio that we must create is quite different from what you have suggested. There’s a massive list that includes game design docs, storyboards, extensive artwork consisting of life drawing, character concepts, props, creatures, environments, etc, character models fully unwrapped,textured and rigged, vehicle models, props, environments, various animations, and a final presentation consisting of a fight scene. However, amidst all this, there is no actual game required of us, and we aren’t required a board game either. My question is, with the amount of work we have required already, will it be sufficient enough to get in the industry?

  17. Patrick commented:
    posted June 20th, 2008 at 10:56 pm

    Zak,

    It sounds like your program’s portfolio is tailored towards artist jobs. This is awesome if you’re looking to work in the industry as an artist, and many studios need level designers that can not only make a fun level, but also make beautiful levels. If your goal is to apply for game design jobs right after school, I’d definitely recommend that you try to compliment your art portfolio with some level design samples, or anything else from the above lists I’ve mentioned.

    Best of luck,
    Patrick

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