Lesson 5: Technical Skills Showcase Projects
Your portfolio already has selected projects and clear documentation (Lessons 3 and 4). For technical roles (programmer, tools, technical artist), you need at least one or two projects that show how you code and build systems, not only the final game. This lesson covers how to choose, build, and present technical showcase projects so recruiters can see your depth.
What You'll Learn
By the end of this lesson you will be able to:
- Choose technical projects that match the roles you want (gameplay, engine, tools, networking)
- Scope a showcase so it is completable and easy to explain (prototype, tool, or system slice)
- Document the technical side (architecture, key code, trade-offs) without writing a novel
- Present code and systems in a way that is scannable and credible (repo, snippets, diagrams)
- Link technical work to outcomes (performance, stability, shipping) so it supports your story
Why Technical Showcases Matter
Many studios want to see that you can implement as well as ship. A playable game is proof of outcome; a technical showcase is proof of how you think and build. For programmer and technical roles, at least one project that highlights systems, architecture, or tools makes your application much stronger.
Step 1: Match Projects to Target Roles
Different roles emphasize different technical areas. Align at least one showcase with the job you want.
Gameplay programmer: Small game or prototype where you built core systems (movement, combat, AI, inventory). Highlight one or two systems in depth (e.g. "State machine for enemy AI" or "Client prediction for multiplayer").
Engine/systems programmer: Performance, architecture, or low-level work. Examples: custom physics, networking layer, ECS or job system, memory/asset pipeline. A slice of a larger project or a focused tech demo is enough.
Tools programmer: An editor tool, pipeline script, or automation that saved time or improved quality. Document what problem it solved and how others used it (e.g. "Level validator used by 3 designers").
Technical artist: Shader work, procedural tools, or art pipeline (e.g. batch export, LOD setup). Show the technical side and the visual result.
Pro tip: If you are applying to both design and programming roles, keep one project that is clearly technical (code, architecture, performance) so programming-focused reviewers have something to latch onto.
Common mistake: Only showing finished games with no insight into how they were built. For technical roles, "how" matters as much as "what."
Step 2: Scope Something You Can Finish and Explain
A technical showcase does not need to be a full game. It needs to be clear, completable, and explainable.
Good scope examples:
- System slice: "Multiplayer movement with client prediction and reconciliation" in a small test scene. One blog post or README that walks through the approach and key code.
- Small tool: "Unity editor script that batches prefab variants and reports stats." Document the problem, the solution, and one or two code snippets.
- Focused prototype: "Roguelike proc-gen with 3 algorithms and a seed system." Playable build plus a short doc on architecture and trade-offs.
- Performance pass: "Optimized entity system for 2000+ units at 60 FPS." Before/after metrics and a few sentences on what you changed (e.g. batching, LOD, jobs).
Avoid: Huge, vague projects ("MMO backend") or anything you cannot describe in a few paragraphs and a couple of code examples.
Mini-task: Write one sentence: "My technical showcase will demonstrate [skill] by [artifact] so that [recruiter/studio] can see [what]." If you cannot complete that sentence, narrow the scope.
Step 3: Document the Technical Side Clearly
On your portfolio (and in the repo), give recruiters a short path to understanding what you built and how.
Include:
- Problem and goal: What you were solving or proving (e.g. "Smooth 4-player netcode on a 100 ms RTT").
- Approach: High-level architecture or design (a few bullets or a simple diagram). No need for a 10-page doc.
- Key implementation details: 1–3 code snippets or pseudocode blocks that show the interesting part (e.g. input buffer, reconciliation loop, job setup). Add a one-line comment above each.
- Outcome: What you achieved (e.g. "60 FPS, < 2 frame input delay, no visible rubber-banding"). Numbers help.
- Repo link: So they can skim the code. Keep the repo tidy: README, clear folders, no giant binaries.
Pro tip: Put the best snippet and the outcome in the first screen. Many reviewers will only read that far. Put the repo link near the top.
Common mistake: Dumping a full codebase with no README or context. A 2-minute README and 2–3 highlighted files beat a 50-file repo with no guidance.
Step 4: Present Code and Systems in a Scannable Way
Recruiters and engineers skim. Make your technical content easy to scan.
- Headings: Use clear H2/H3 (e.g. "Architecture," "Key Code," "Results").
- Snippets: Short (5–15 lines). One concept per snippet. Add a caption: "Client-side prediction loop" or "Burst job for movement."
- Diagrams: A simple box diagram (e.g. "Client → Input Buffer → Server → State") can replace a long paragraph.
- Lists: Use bullets for "What I built" or "Tech stack" instead of long prose.
If you use a blog post or portfolio page, keep the technical section to one or two screens of content. Link to the repo for "see full code."
Pro tip: If the project is on GitHub (or similar), pin the most important file or add a "Start here" section in the README so reviewers know where to look first.
Step 5: Tie Technical Work to Outcomes
Technical depth is more convincing when it is linked to results.
- Shipped game: "Implemented the save system and inventory; game shipped on Steam with 500+ reviews."
- Performance: "Reduced frame spikes by 40% by moving AI to a job system."
- Team impact: "Built the level export tool; cut iteration time from 10 minutes to 30 seconds for the team."
- Stability: "Added automated tests for the netcode; zero desync bugs in the last 3 months of development."
Use one sentence per project that states the outcome (shipped, faster, fewer bugs, time saved). That gives recruiters a reason to care about the technical detail.
Troubleshooting
"I have only worked on team projects and cannot share code."
Describe the systems you owned (e.g. "Combat and AI for a shipped mobile game") and the outcomes (metrics, team size, platform). If you can share architecture or pseudocode without NDA breach, add that. Otherwise, lean on the project description and your resume bullets.
"My best technical work is in a private repo."
Write a portfolio page that explains the problem, approach, and outcome. Add 1–2 sanitized code snippets or diagrams that do not reveal proprietary logic. You can offer to walk through the code in an interview.
"I am not sure what counts as technical enough."
If you wrote code, designed data structures, or made performance/architecture decisions, it counts. Scope it small (one system, one tool) and document it clearly. Depth on one thing beats a vague "I worked on the game."
"I have no time to build a new project."
Use an existing project: extract one system (e.g. "The inventory and save system from my jam game") and document it as a technical showcase. You do not need a new codebase; you need a clear slice and good documentation.
Summary
- Match at least one technical showcase to the role you want (gameplay, engine, tools, etc.).
- Scope small: one system, one tool, or one performance pass that you can finish and explain.
- Document problem, approach, key code, and outcome in a scannable way (headings, snippets, bullets).
- Present code so reviewers can skim (README, pinned files, short snippets with captions).
- Tie technical work to outcomes (shipped, faster, fewer bugs, time saved) so it supports your story.
Next lesson: Lesson 6: Creative & Design Portfolio Pieces will help you showcase art, design, and creative work for non-programming roles.
Previous lesson: Lesson 4: Resume & Cover Letter Optimization – align resume and cover letter with your portfolio.
Bookmark this lesson and revisit your technical write-ups when you add new systems or target a new technical role. For more on building games and systems, see our guides and courses.
FAQ
How many technical projects should I show?
One strong technical showcase is enough for many roles. Two is good if you are targeting different specializations (e.g. gameplay and tools). Quality and clarity beat quantity.
Should I host code on GitHub or only on my portfolio?
Both help. Portfolio page for narrative and snippets; GitHub for "see full code." Ensure the repo has a README and is easy to navigate.
What if my technical project is not a game?
Tools, pipelines, and system demos all count. Frame them as "Technical project" or "Systems showcase" and describe the problem, solution, and outcome. Many studios value tooling and pipeline work.
How long should the technical write-up be?
Aim for one to two screens: problem, approach, 1–3 code snippets, outcome, repo link. Longer is fine if it is well structured, but most reviewers will only read the first part.