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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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m_switch

Completed Portfolio Critique

4 posts in this topic

I posted the beginnings of my portfolio last month and got some great feedback. However, I finally put the finishing touches on it and I would love to get some new feedback. Be it layout, grammar, content, code reviews, etc, I welcome any criticism as long as it's constructive. http://www.danwellman.com/
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I am not a professional, so keep that in mind with what I have to say.

Each of your projects has a huge page devoted to it. With the exception of Cellular Automatica, which has many sub projects, the amount of space you use isn't really necessary. Some of your descriptions get a little wordy too.

Look at it from an HR person's perspective, you have probably at least 20 resumes and portfolios to get through (I'm guessing very conservatively. I've heard of people that get stacks in the 100s). They probably aren't going to read everything you've written. They'll probably watch the videos, and note that you have code samples for someone in the department to look at.

That in mind, I'd bump the videos higher up the page and cut your descriptions down a lot.

Status and technical features can both be part of the description, and your technical overview would probably be fine with just a code sample. A hiring manager would probably just look at your code and either 1. know what it means that way or 2. wonder why you aren't commenting your code (I didn't check your code samples).

I'd also consider adding some light CSS to your site. It's very plain right now. Even a really simple CSS would be good. Since you're a programmer you might not be 100% on color theory, so use something like these http://speckyboy.com/2008/01/13/top-10-resources-to-the-perfect-color-scheme-for-web-designers/ or http://colorschemedesigner.com/ to see what color schemes won't look horrible (at least they'd follow sound color theory.
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This is unrelated to your actual portfolio, but I like your UI library. It's something I've been thinking of for some time. After much experience with CEGUI, I'd love to see a UI library that was written almost entirely in script. I would've taken my idea even further than yours, though, and actually defined all the widgets and so on in script as well. Anyway, keep it up :)
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@way2lazy2care
Thanks for the feedback. I have no expectations that HR would read everything I wrote. That's the main reason I put so many videos in. I do agree that some descriptions are a bit wordy. I rewrote some last night, and will take another pass tonight. I might cut a couple sections also.

I'll consider a more interesting color scheme. I actually designed it to be very plain. I didn't want any distractions, just simple and straightforward.


@Codeka
CEGUI actually inspired me to create Shear. ;)
Hopefully someday I'll have time to finish it and release it as a library for others to use.
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Quote:
Original post by m_switch
@way2lazy2care
Thanks for the feedback. I have no expectations that HR would read everything I wrote. That's the main reason I put so many videos in. I do agree that some descriptions are a bit wordy. I rewrote some last night, and will take another pass tonight. I might cut a couple sections also.

Then may I suggest having a "Videos" section towards the top of each of your things? Especially considering you already have the videos, it's a shame to have them buried so far down the page.

Especially as the work is pretty impressive and speaks better for itself than you do (no offense to your verbiage).

Quote:
I'll consider a more interesting color scheme. I actually designed it to be very plain. I didn't want any distractions, just simple and straightforward.

I don't mean anything distracting, just something not gray and not default font headers would make a huge difference.

For example, this forum is mostly gray, not distracting, but the blue really makes it something slightly more impact-ful visually. And changing the font on the headers to something like Helvetica/Arial would make a huge difference.

There's a tremendous difference between avoiding distraction and looking like you just threw a website together you don't really care about. The portfolio can say as much about you as the content in your portfolio.

Of course, I have an art minor, so I might be slightly more design conscious than a lot of people.
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