http://www.portfolio.debacle.us/
I feel kind of weird about it because I have to target two audiences: game industry AND some art school MFA programs I applied to. In hindsight, I probably should've just made two separate portfolios instead of trying to balance explaining what a "mod" is vs. using design terminology comfortably.
What I want to know is, if pretty screenshots don't demonstrate a real understanding of level design (since level designers don't even touch the art, supposedly?) then what does? Should I draw a bunch of diagrams? Write an analysis? Or what?