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Portfolio redesign...my turn


Furyo

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http://www.froughol.com/

I spent a few hours wiping my previous one and creating this. It had crappy samples, was too complicated to browse and with flash content some users couldn't see.

I'm looking for feedback on navigability, loading times. I'm not an artist, so the portfolio should come across as more technical oriented, while remaining slick enough.

Flame, embrace, shred it to pieces, let me know :)

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when i saw the menu i was looking for a resume. then i noticed that you tried to tell about you in the contact section. i would prefer adding a clean table to a separate section called "resume" with all information about you. education, projects, companies, personal stuff and probably a photo. this will round up the thing.

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Haha, I forgot about Studio. What an awesome map.

The LinkedIn resume you have is very thorough so I'm not sure if having it on your portfolio too is necessary, and it'd just be annoying to maintain in two different places. However, it might be an idea to just link the 'Contact' page straight to your LinkedIn page to avoid confusion, and perhaps change the link to 'Contact / Resume'.

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Thanks for the suggestion, the only thing I changed so far is the Contact button, going with Contact / Resume, just to make sure everyone understands where to look for. Given the precision of the resume itself, I couldn't make it fit on the page without users having to scroll down quite a bit, so it really is better to leave it as a separate page. Think of the LinkedIn page as a pdf of sorts I suppose.

I also just highlighted the job titles too, the sun is hitting my room hard right now and I couldn't even see them anymore

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That's the thing....I never did any env work on games, and I can't get my own screenshots without going through a long painful process of approval with Ubi.... As much as possible I picked screens of my own maps

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I find the thing with the boxes quite distracting and the fonts you are using aren't very easy to read... made a little quick doodle in photoshop ...just an idea on how to make things a bit easier on the eye.. or if you dont like this kind of graphical style i guess you could just leave out the squares as they serve no real purpose and are confusing.. i would also suggest to change the font you are using to highlight your position on the main page. it has this tiny little "inside glow" and it makes it a bit painful to read.

quicktestfrancois.jpg

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Oups! Didn't noticed the wee "Key task" words!

...I can't get my own screenshots without going through a long painful process of approval with Ubi....

I'm speechless!

Can't you crop the picture and fuck off that ugly logo!? Can you find others screenshots!? Could u ask ur employer to give ones with the "Ps process" and without any logo!? :shifty:

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I could crop them yes. As far as asking someone somewhere to give me high res screenshots without the watermarks? Man that would take ages just to track down that person. I'll try to scavenge some off the company's servers today, but boy that's going to be a wild hunt...

The approval process is required particularly before the game ships, when we work on our internal resumes so other projects can learn about our work and decide whether they want to interview us for their own project. That's Ubi Montreal btw, not all of Ubi. We just are too many to do it any differently. The other reason is to make sure you actually did do the work you claim as your own.

In the case of a "gameplay" LD though, I still think it really doesn't matter what you show because your work can only be measured by actually playing your levels, not looking at env art done by someone else.

Chris, I had considered going to Crytek before moving here and working on PoP you know :) I was supposed to fly down to Frankfurt after the initial phone interview but things went in another direction. We'll see in the future :)

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