This is a thread about portfolio development, so I apologize if this is in the wrong section.
Anyways, I work on a mod that has a good chunk of mappers involved with it. I've taken a small haiatus because of school and moving, but like the idea of getting back on board.
The issue is, we have a lot of different maps in development, and a good chunk of maps already completed. It's to the point where the mod doesn't really *need* one more person creating all new map content for the mod at this very moment, but perhaps sometime later in the mod's lifespan would be good.
The quality of the maps being produced for the moment vary in quality, either due to mapper preferences, what the mapper who is making it is particularly good at, and just how much is done with the map. So right now, the team member inside of me is really liking the idea of jumping on board to bring up some quality control, detailing, and polish on these projects to really make them shine on release.
However, I feel like such things aren't really "displayable" in a portfolio, especially since I've been doing a lot of that type of stuff on this project since I started with them - only one or two maps, both very early in the dev cycle (and as such, a little old/outdated) are completely of my own origin, idea, and creation. I'm worried that, portfolio wise, I'll be wasting my time doing detailing and polishing other people's projects, as I'll have to awkwardly explain that this cool map I am showing was mostly made by someone else, but a good chunk of the polish and detail work was by myself. I feel like it'll just make my portfolio seem weak. But at the same time, I know we don't really need a great new map idea right now with all the stuff we have in production, but the maps being worked on could really use some solid TLC to bring them closer to release ready. And all the big map ideas I have would work better for future game modes or ideas anyways.
Any input on this? I know in a real studio most level designers or artists are "sectioned off" anyways to focus on a particular aspect in a level, but I feel like it would appear that I am not broad enough in my skillset to people looking at my portfolio to have a bunch of work in there that is mostly polished-up/detail-pass'd versions of other people's work - because that's what I've been mostly doing on the project so far. It's a side effect of me believing in a very high quality bar of the mod, while also being aware that most of the level designers that help out all pretty much only want to work on their own projects, and/or tend to lack the time/effort into solid, cohesive, detail work on their levels (but really good ideas and execution other than that). Even though I KNOW I can (and have) done everything that goes into making a level all on my own.
Any thoughts?