Field notes · 03
How to Build a Game Design Portfolio That Actually Gets You Hired
A hiring lead skimming portfolios gives yours about ninety seconds before deciding whether to keep reading. What you show in those ninety seconds — and what you leave out — matters far more than how much work you've piled up.
I've been on both sides of this. I've sent portfolios that got polite silence, and I've reviewed stacks of them for two Rīga studios. The pattern is stark: the ones that get a call back aren't the biggest or the prettiest. They're the ones that make a designer's thinking visible, fast. Here's how to build one of those.
Show your thinking, not just the result
A screenshot of a level tells me it exists. It doesn't tell me you designed it. What I'm hiring is your judgement — how you spot a problem, weigh options, and choose. So for every piece, show the decision behind it: what you were trying to make players feel, what got in the way, what you changed and why.
"I noticed testers rushed past the first puzzle, so I moved the reward earlier and slowed the entrance" tells me more than any beauty shot. It says you watched real players and acted on what you saw. That sentence is worth more than a month of polish.
Three strong pieces beat ten weak ones
The most common mistake is padding. Every prototype from every game jam, every half-finished experiment, all dumped in to look prolific. It backfires — a reviewer judges you by your weakest visible piece, because they can't unsee it. Cut ruthlessly. Three projects you can talk about with pride, in depth, will always beat ten you're lukewarm about.
Reviewers judge you by your weakest piece, not your best. Cut anything you'd apologise for.
For each of those three, go deep. A short write-up, a few well-chosen images, and — if you can — a clip or a playable build. Depth signals that you understand your own work; breadth without depth signals that you're hoping quantity hides uncertainty.
Make one thing playable
Design is felt, not described. If a reviewer can click one link and play something for two minutes, you've leapt ahead of most applicants. It doesn't need to be big — a single tight loop or one well-taught level is plenty. The vertical slice our students build in week nine exists exactly for this: one short, polished, defensible thing that proves you can take an idea all the way down to feel.
If you genuinely can't make something playable, a thirty-second capture of it in motion is the next best thing. Static images are the floor, not the goal.
Write like a designer, because that is the job
A designer's day job is being understood — by programmers, artists, producers. Your portfolio is a live demonstration of that skill. So write clearly and briefly. Cut jargon. Lead each project with one plain sentence about what it is before you dive into the how. If a reviewer has to work to understand your portfolio, they'll assume your design docs are just as murky, and move on.
Tailor it, at least a little
A studio that makes cosy narrative games and one that makes competitive shooters are looking for different instincts. You don't need a separate portfolio for each, but you should be able to reorder your pieces and adjust your framing so the most relevant work leads. Putting your economy-balancing project first for a systems role, and your level for a level-design role, is a small effort that reads as real interest.
What to leave out
Leave out class assignments that everyone in your cohort also made, unless yours is genuinely distinct. Leave out long lists of tools — nobody hires you for knowing a piece of software. Leave out anything you can't discuss confidently in an interview, because if it's in the portfolio, you will be asked about it. And leave out the ten-page design document nobody requested; link it, don't lead with it.
Where to go from here
A good portfolio is a by-product of good work done in the open, reviewed honestly, and shaped over time. That's the whole arc of our course — ten builds, ten critiques, and a final review where you present your portfolio to working designers. Read Core Loops Explained and Level Design for Beginners to see how we think, or look at the full curriculum to see where the portfolio gets built.