Lesson 3: Project Selection & Documentation

You have a portfolio site and a brand (Lesson 2). Now you need to decide which projects to show and how to describe them so recruiters and studios immediately understand what you built and what you did. This lesson covers how to select projects and write clear, impact-focused documentation for each one.

What You'll Learn

By the end of this lesson you will be able to:

  • Select 3–6 projects that best match your target roles and strengths
  • Prioritize finished work, team projects, and personal projects for maximum impact
  • Document each project with a clear structure: role, tools, problem, solution, and outcome
  • Write short, scannable copy that highlights your contribution and skills
  • Add media (screenshots, video, playable build) so your work speaks for itself

Why This Matters

Hiring managers skim. If they cannot quickly see your role and the result, they move on. Strong project selection plus clear documentation turns your portfolio from a list of titles into proof of what you can do. It also makes it easier to tailor which projects you emphasize when applying to different studios or roles.


Step 1: Decide How Many Projects to Show

Aim for 3–6 projects on your main portfolio page. Fewer than three can look sparse; more than six can dilute focus and feel long.

  • 3 projects: Enough to show range (e.g. different engines, roles, or genres). Good if you are early-career or switching focus.
  • 4–5 projects: Strong balance. Lets you show variety and still keep each project prominent.
  • 6 projects: Use if you have several strong, distinct pieces (e.g. a shipped game, a tool, a jam game, a team project). Avoid padding with weak or redundant work.

Pro tip: Put your strongest or most relevant project first. Many people never scroll past the first one or two.

Common mistake: Listing every project or game jam. Curate. It is better to show three projects with clear documentation than ten with one-line descriptions.


Step 2: Choose Which Projects to Include

Select projects that demonstrate the skills and roles you want to be hired for.

Prioritize:

  1. Shipped or published work – Finished games (Steam, Itch.io, app stores, web). These show you can complete and release.
  2. Projects where your role is clear – Solo work, or team projects where you can state exactly what you did (e.g. "Combat systems, AI, and UI").
  3. Relevance to target roles – If you want a gameplay programmer job, lead with gameplay-heavy projects. If you want technical artist, lead with art pipelines and tools.
  4. Recency – Include at least one or two recent projects so your portfolio does not look outdated.
  5. Variety – Different engines (Unity, Unreal, Godot), genres, or disciplines (gameplay, UI, tools, narrative) show range, as long as each is strong.

Include when they are strong:

  • Game jam games – Short scope, clear role, playable link. Great for showing speed and creativity.
  • Solo or small-team projects – You can describe your contribution in detail.
  • School or coursework – Only if the work is polished and you can describe your role and tools clearly.
  • Work-in-progress – One "in development" project is fine if you describe what is done, what you are responsible for, and when it might ship. Do not fill the portfolio with WIP.

De-emphasize or drop:

  • Projects where you cannot clearly state your contribution
  • Very old work that no longer represents your skills (unless it is a standout)
  • Projects that look unfinished or broken (no playable build, broken links)
  • Duplicate or very similar projects (e.g. three similar 2D platformers)

Mini-task: List every project you could include (shipped, jam, school, WIP). For each, write one sentence: "My role was … I used … The outcome was …" Then pick your top 3–6 using the criteria above.


Step 3: Use a Consistent Structure for Each Project

Use the same structure for every project so recruiters know where to look. A simple template:

1. Project title
Clear name (e.g. "Rogue Dungeon Crawler", "Multiplayer Battle Royale Prototype").

2. One-line summary
One sentence: what the project is and why it matters (e.g. "A 2D roguelike with procedural dungeons, released on Itch.io with 5K plays.").

3. Your role
What you did: "Solo developer" or "Gameplay programmer – combat, AI, and save system" or "Technical artist – shaders and asset pipeline."

4. Tools and tech
Engine, language, key tools (e.g. "Unity 2022, C#, A* pathfinding, FMOD").

5. Problem and solution (optional but strong)
One or two sentences: what challenge you faced and how you solved it (e.g. "Needed smooth netcode for 4 players; implemented Unity Netcode for GameObjects with client prediction.").

6. Outcome
What happened: "Shipped on Steam", "Won Best Gameplay at Local Jam", "Used as capstone project for CS degree."

7. Links and media
Playable build, trailer, screenshots, or source (if public). At least one link so they can see or play the work.

Pro tip: Keep each project to a short paragraph plus bullets or a small media set. Long essays get skipped. If you want a "case study" for one project, keep it on a separate page and link to it from the main project blurb.

Common mistake: Writing only "I made a game in Unity." That does not say what you did or what the game is. Always include role, tools, and outcome.


Step 4: Write Scannable, Impact-Focused Copy

Recruiters scan. Use:

  • Short sentences and bullets instead of long paragraphs.
  • Action verbs: "Implemented," "Designed," "Shipped," "Optimized," "Led."
  • Concrete details: "60 FPS on mid-range mobile," "Procedural dungeon with 4 biomes," "4-player online co-op."
  • Numbers when they help: "10 levels," "3-month project," "2-person team."

Avoid:

  • Vague phrases: "Worked on various systems," "Helped with the game."
  • Jargon without context: "Used ECS" is weaker than "Used Unity DOTS for 500+ entities at 60 FPS."
  • Overclaiming: Only state what you actually did. If you worked in a team, say your part clearly.

Mini-task: Take one of your chosen projects and write it using the structure in Step 3. Then trim any sentence longer than two lines and replace vague words with specific ones. Read it aloud; if it sounds generic, add one concrete detail (tech, number, or outcome).


Step 5: Add Media So Your Work Shows

Each project should have at least one of:

  • Playable link – Itch.io, Steam, web build, or app store. Best option when possible.
  • Trailer or gameplay video – 30–90 seconds. Put it first if there is no playable build.
  • Screenshots or GIFs – 2–5 strong images: key mechanics, art, or UI. Use captions if they add context (e.g. "Procedural level generation").

Quality matters: Blurry or low-res media hurts. Use clear, representative shots. If the game is playable, ensure the build runs and the link works.

Pro tip: Put the best visual or the playable link near the top of each project block. Do not hide it at the bottom of a long paragraph.

Common mistake: Listing a project with no link or image. If they cannot see or play it, they have no proof of your work.


Troubleshooting

"I only have one or two strong projects."
Use 2–3 projects and document them really well. Add one "In progress" with a clear description and expected completion. You can also include a strong game jam or school project if your role and tools are clear.

"I was on a big team and my role was small."
Focus on the parts you owned. "Implemented the upgrade system and balanced 20 weapons" is specific and valuable. Avoid "Helped with gameplay."

"My best work is under NDA or not public."
Describe the project without breaking NDA: genre, team size, your role, tools, and outcome (e.g. "Shipped F2P mobile title, 2M downloads"). Do not share assets or code. You can note "Details under NDA" and offer to discuss in an interview.

"My old project looks dated."
If the skills are still relevant (e.g. C#, design, collaboration), keep it but keep the write-up short. Emphasize recent work more. Consider one "Legacy" or "Earlier work" section if you have many older projects.

"I have no shipped games."
Use your best playable prototypes, jam games, or school projects. Clearly state "Prototype," "Game jam (48h)," or "Capstone project" and describe your role and tech. Shipped is best, but clear documentation of unfinished work still counts.


Summary

  • Select 3–6 projects that match your target roles and show range and recency.
  • Use a consistent structure for each: title, summary, role, tools, problem/solution, outcome, links/media.
  • Write short, scannable copy with action verbs and concrete details.
  • Add media for every project: playable link, video, or clear screenshots.
  • Curate: strong, well-documented projects beat a long list of vague entries.

Next lesson: Lesson 4: Resume & Cover Letter Optimization will help you align your resume and cover letter with your portfolio so applications stay consistent and compelling.

Previous lesson: Lesson 2: Portfolio Website & Branding – set up your portfolio platform and branding.

Bookmark this lesson and revisit your project write-ups when you add new work or apply to a new type of role. For more on showcasing your work, see our career and portfolio guides and help articles on game development careers.


FAQ

How many projects should I show if I am a generalist?
3–5 projects that show different skills (e.g. one programming-heavy, one design-heavy, one with art or tools). Use the project write-up to spell out your role in each.

Should I include failed or cancelled projects?
Only if you can describe what you built, what you learned, and what you would do differently. Frame them as learning or prototype work, not as shipped products.

How long should each project description be?
Aim for one short paragraph (3–5 sentences) plus bullets for role/tools/outcome and one or two links. Total per project: under 150 words unless you link to a separate case study.

Can I use the same projects on my resume and portfolio?
Yes. Keep the resume version very short (1–2 lines per project) and point to the portfolio for full detail. Use the same project names and roles so recruiters can match them easily.