4/30/2013 3:09:14 PM PermalinkMake your portfolio clean, and easy to read/use. There is nothing worse than any website full of clutter and shit. Make clearly defined sections and then slap on anything you have, even if it doesn't work, and explain what you were aiming for. As SpecOps says Unity is easy to put on the site, and don't worry so much about people seeing it, as long as it is available that's good, for employers and interested parties at least.
4/28/2013 2:06:43 PM PermalinkI am currently hosting my work on a portfolio site. If your game is built in unity it's pretty easy to host it that way. But from what I have noticed, a lot of people never get around to actually playing the games. A good way to make sure they actually see your game in action is to also include a sample video to demonstrate the highlights. The highlights will differ depending on the type of game you're making but you want to make sure they're relevant to some code aspect you're trying to demonstrate. And you definitely want to accompany whatever you show with some brief descriptions of the impressive code put into each work. I'm not sure if you're going to host a website or not, but if you are when you build more things you will definitely want a layout that allows you to make some projects less visible and have a few that stand out. For example, you might keep this first project but hide it in a menu list and have your newest and best project easily visible from the home page. This lets prospective employers get a quick first impression while allowing them to see more if they want to. Also if you're looking to learn a bit from people's playing of your game you can add google analytics your website and use unity to send external commands to log events from each play session. For example, on most of the games I have on my portfolio I log events to show the starting setup preferred by the player - such as difficulty settings or other options I give. I also log special events from within the game so that I can see a small slice of interesting things people find while they're playing my games. Also, don't limit the portfolio to just games. If you have an impressive project but it has nothing to do with games, it might still be worth adding to the portfolio. You never know exactly what kind of skills a company will be looking for. If you're interested in taking a look at how I've done my portfolio let me know. But as a disclaimer I haven't exactly followed all of my own advice.
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