Easily one of the most straightforward, no bs portfolio sites I've ever seen. A+ for functionality. I wouldn't get too concerned with aesthetics since you're not applying for web design jobs. What matters is that your site is easy to read and navigate, which you nailed.
The flythroughs at the beginning of each piece page are a great idea, especially for a level designer. My one crit here is that the videos focus too much on gameplay and not enough on layout. I would make each video about 70% "tour" of the level, with a little explosive gameplay thrown in at the end.
The UDK work should be split into separate pages. I know they're small projects but they're not directly related. It's good that you showcased some of the assets you made yourself. Keep working on that because it's important to show you can do it when you need to.
Don't add any more Halo work. Unfortunately it looks pretty dated at this point. I would crack open any game that has a level editor (Skyrim, Portal 2, UDK, CryEngine) and put together some really kick ass levels for each, using the included assets.
Some work experience is better than none, even if it's unrelated. Studios don't expect much/any prior experience from interns/juniors anyway. At the very least, your other jobs prove you can keep one. Being part of a mod group is a definite plus.
In terms of applying vs adding more work, do both. As long as you're applying for internships and junior positions, it doesn't hurt to get your name out there. Add some projects from newer games though. Your goal should be to make people go, "Damn, I wish THAT was in the actual game...".
Yeah Halo is pretty dated lol... I'm currently working on a small Skyrim quest/dungeon to learn the editor and get a newer/updated portfolio piece, pretty much exactly like how you said.
Other feedback is pretty valid though too, so thank you very much!
Replies
The flythroughs at the beginning of each piece page are a great idea, especially for a level designer. My one crit here is that the videos focus too much on gameplay and not enough on layout. I would make each video about 70% "tour" of the level, with a little explosive gameplay thrown in at the end.
The UDK work should be split into separate pages. I know they're small projects but they're not directly related. It's good that you showcased some of the assets you made yourself. Keep working on that because it's important to show you can do it when you need to.
Don't add any more Halo work. Unfortunately it looks pretty dated at this point. I would crack open any game that has a level editor (Skyrim, Portal 2, UDK, CryEngine) and put together some really kick ass levels for each, using the included assets.
Some work experience is better than none, even if it's unrelated. Studios don't expect much/any prior experience from interns/juniors anyway. At the very least, your other jobs prove you can keep one. Being part of a mod group is a definite plus.
In terms of applying vs adding more work, do both. As long as you're applying for internships and junior positions, it doesn't hurt to get your name out there. Add some projects from newer games though. Your goal should be to make people go, "Damn, I wish THAT was in the actual game...".
Yeah Halo is pretty dated lol... I'm currently working on a small Skyrim quest/dungeon to learn the editor and get a newer/updated portfolio piece, pretty much exactly like how you said.
Other feedback is pretty valid though too, so thank you very much!