Making a printable Portfolio, advice needed

POMPOM Member Posts: 2,599
Hey guys,
Does anyone knows a good way to create a printable portfolio for game projects?
I'm having an interview for a job in a major game company, and I would like to introduce them a printable portfolio with all my projects, along with the live demonstration on a tablet.

Now, I can design each page in Photoshop and print it, but I wonder if there is an app to help speed up the process, or any template, is "apple pages" good for this?

Any advice will be greatly appreciated!

Roy.

Comments

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    Wow... good luck, Roy! I don't really have advice specific to your question but I can tell you that Pages is not a particularly strong desktop publishing app. Photoshop might be your best best. I'd use InDesign but if you don't already own it, it's quite expensive.

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  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    very interested to see what you come up with. I have an online portfolio, but i'd love to have it down in print.

    I've thought about putting together a iPhoto type photo book with a page per app, but never got around to it.
  • LumpAppsLumpApps Member Posts: 2,881
    One thing to keep in mind, especially when using Photoshop is using a resolution of 150dpi at least. Assuming you will be using a digital printer. Conventional print needs 240dpi. Also text often comes out bad using photoshop. If you are familiar with Illustrator I suggest using it because of that. You can import your images there as well. Just keep in mind that the end resolution doesn't drop below the values I mentioned.

    I know it is kinda cursing in my own church suggesting to use Illustrator instead of Indesign for all you dtp'ers out there. I have 25+ years of experience and also worked for Quark so I know :)
  • SocksSocks London, UK.Member Posts: 12,822
    @POM

    Apple Photo books might be an option.

    http://www.apple.com/uk/mac/print-products/
  • KevinCrossKevinCross London, UKMember Posts: 1,894
    Haven't got any advice to offer about your portfolio question, just wanted to say good luck! :)
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    If you are familiar with Illustrator I suggest using it because of that.
    So I actually use Illustrator now instead of InDesign for most things. I love Illustrator for GameSalad graphics and have just gotten so used to it that I prefer it over InDesign. :)

    And the photo books suggestion is one I hadn't thought of but would be pretty cool and they're really easy to create.

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  • blorschblorsch Member Posts: 248
  • AdrenalineAdrenaline Member Posts: 523
    Either Illustrator or InDesign, but not Photoshop. Like mentioned above, Photoshop is no good for text.
    Professionally, InDesign is the right choice for book layout but it doesn't really matter in this case because you aren't diving into a huge, complicated project.
    The reason we're saying inDesign or Illustrator pretty much boils down to "vector > pixel" here.
    I'd like to also throw in one more idea: if you aren't a graphic designer, stay away from trying to actually design this piece. Maybe just a collection of screenshot will do the trick; one per page. Trying to design something and failing will come off much worse than simply presenting them with some tangible pieces and focusing on the real product: your playable games.
  • LumpAppsLumpApps Member Posts: 2,881
    I agree, or have a designer make a template. so you only have to drop in images and type in text.

    @Tatiang indesign is great foor books, folders, etc.
  • POMPOM Member Posts: 2,599
    Thank you all guys for your comments!
    I will look into the apps you mentioned and see if they can help me get this out faster..
    meanwhile, I did a 10 minute test in photoshop just to see how it will look like.
    Do you think this type of design looks ok?

    photo twin-swords-test_zps39d6f82e.png

    As always, any feedback will be greatly appreciated!

    Cheers.
    Roy.
  • AdrenalineAdrenaline Member Posts: 523
    Hey Pom, that's not bad but I think you should go in a more simple direction. I suggest something like this:
    The icon and name at the top. Then a few screenshots (small). A VERY short description of the setting/story. Finally, a list of bullet points to draw attention to the features of your game. Maybe you could put a handful of character models at the bottom that act as a footer.

    The idea is to give them a snapshot impression of a game that you will show in more detail later. What you mocked up above is most likely too long for someone to care to read, unfortunately.

    When is your interview? If you have a decent amount of time left and would like the help, I can do something for you. I'm a professional graphic designer so I have the programs necessary and have been to enough interviews with printed portfolios to have a good feel for this sort of thing.
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    Having never seen a game portfolio, I'm no expert but it strikes me as WAY too many words.

    And I see @Adrenaline has explained it well, so I'll leave it at that.

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  • POMPOM Member Posts: 2,599
    edited December 2013
    You have some valid points!
    I need this to be done by tomorrow night, so basically I'm gonna work on this tomorrow, it's a small period of time I know, but this interview caught me by surprise..

    Let me try and make one with your suggestions and see how it goes, I'll upload the images so you can give feedback.

    Thanks guys!
    Roy.
  • AdrenalineAdrenaline Member Posts: 523
    You got it!
  • AdrenalineAdrenaline Member Posts: 523
    Another suggestion: Make a template that allows for you to show each game in the same way. This shows good design skills but also lets the interviewer find the relevant info much quicker across several pages of examples.

    What I mean is every page should look identical, except for the actual specific info. Icon in the same spot, name in the same spot, bullet list in the same spot, etc.
  • POMPOM Member Posts: 2,599
    Got it! Will do so Adrenaline!
  • POMPOM Member Posts: 2,599
    Here is what I have so far..
    These 2 pages will be attached back to back, using lamination..
    What say you?
    photo PortTwinSwords2_zps2e0605d5.png
    photo PortTwinSwords3_zps023fe1c8.png

    Roy.
  • SocksSocks London, UK.Member Posts: 12,822
    edited December 2013
    @POM

    You spelt 'journey' wrong in the sub-heading.

    Also 'Dark Wizard' feels like it should be capitalized, especially if it's his title / name, unless he is just a dark wizard (one of many), in which case I'd stick with the lower case.
  • AdrenalineAdrenaline Member Posts: 523
    That's better! If you can still make a change, I'd get rid of the ".." before "The Blade of Phoenix". I think that sentence should read this way: "known to man, The Blade of Phoenix, and save"

    One final critique: centered and jagged text is tough to read. You're better off aligning it all to the left. WIth that said, what you've designed definitely gets the job done and I hope you do well on the interview. The game looks really well done!
  • POMPOM Member Posts: 2,599
    @Socks
    Thanks for pointing it out!
    @Adrenaline
    Will make those changes, also my other projects will be with the same format,
    Im printing this tomorrow, so today I can make changes as much as I like.
    Ill upload more progress later on.

    Cheers guys!
    Roy.
  • POMPOM Member Posts: 2,599
    edited December 2013
    Changes to the text was done for Twin Swords as you guys suggested.
    Here is the Spin the Nut page:
    photo PortSpinTheNut_zpsbfe84f72.png


    And the back:

    photo PortSpinTheNut2_zps80625022.png

    Roy.
  • POMPOM Member Posts: 2,599
    And this is the Loonimals page:
    photo PortLoonimals_zps5e1e29dc.png


    And the back:
    photo PortLoonimals2_zps8a420dd5.png

    Roy.
  • AdrenalineAdrenaline Member Posts: 523
    Looks good! I'd left-align the top text in Spin the Nut, and also bump up the small screenshot right below it a bit. It's a little too close to text below.

    Good job!
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    Roy, they are looking really good! The one comment I have at this point is that you have to think of your audience. When you market a game to consumers, you want to use tantalizing phrases such as "Introducing Azoo! A new videogame superstar!" but if you are presenting this to a major game company and they've never heard of Azoo they may be a bit skeptical of having it presented that way. Maybe more like "Azoo - finding nuts and taking names" or "Azoo jumps and spins his way to every nut." Those aren't great examples but I hope you see where I'm going.

    Same goes for "Try not to fall down" and "Think before you move!" Those are phrases that appeal to the consumer wanting to have a playable game and something challenging, but they don't highlight your skills as a developer. Maybe "physics engine" or "3D puzzler" or "collision bonuses" or something along those lines?

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  • Benjamin_m5Benjamin_m5 Member Posts: 646
    Clean and modern design. Very good work Roy!!
    Good luck!
    ---
    Benjamin
  • POMPOM Member Posts: 2,599
    Cheers @Benjamin_m5 !

    Its all printed now, it came out very nice, tomorrow will tell :)
    A big thank you to all you guys who helped me with this!

    Roy.
  • UtopianGamesUtopianGames Member Posts: 5,692
    Best of luck with the interview Roy!!!

    Darren.
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    @POM Good luck, Roy!

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