Picture of Efe Ecevit
Efe Ecevit
Efe is a game artist with over 5 years of experience and a guest contributor at Game Design Skills. Efe is currently the Art Lead at Circle Games. He started his career in the gaming industry as a visual designer for playable ads. After working on 40+ titles, he became a 3D Artist at Fluffy Fox Studio. LinkedIn
Skip To...

Game Environment Portfolio: Definition, Content

Game Environment Portfolio: Definition, Content
Picture of Efe Ecevit
Efe Ecevit
Efe is a game artist with over 5 years of experience and a guest contributor at Game Design Skills. Efe is currently the Art Lead at Circle Games. He started his career in the gaming industry as a visual designer for playable ads. After working on 40+ titles, he became a 3D Artist at Fluffy Fox Studio. LinkedIn

Game environment portfolios are made by environment artists to showcase their skills through a variety of pieces, such as urban and forest scenes. Game environments are all the digital worlds that players explore in video games. An environment is composed of 3D models, textures, materials and lighting (stylized as needed).

Portfolios showcase industry and
software experience, and finished pieces

Environment artists create props and models for environments to accurately reflect the game concept and narrative. Game environment portfolios contain finished pieces, like screenshots and walkthroughs of scenes, alongside breakdowns of these pieces that highlight the artist’s versatility and technical skills. Keep reading for a detailed definition of a game environment portfolio, an outline of the process to make one, and illustrative examples of what else to include in a strong portfolio.

What is the definition of a game environment portfolio?

A game environment portfolio is an arranged collection of an environment artist’s work, demonstrating their ability to make both visually appealing and low-performance-impact artwork. Portfolios that include experience with AAA titles, like Rise of the Tomb Raider, showcase deeper industry experience. High-quality pieces are just as important for entry-level artists to stand out amongst applicants, though.

Portfolios show familiarity with different
industry-standard software and tools

An environment artist designs visuals for constrained spaces, like levels where player movement is guided via lighting. Levels need to be designed to reflect progression, with a consistent style across recurrent assets like treasure chests, or appropriate trees for different regions. Models mustn’t interfere with game mechanics, so materials and textures need to be optimized around them.

Portfolio pieces need to be curated to show the artist’s ability to create 3D models with both default and procedural textures, with different lighting and materials. Including the process behind complex pieces, like ones with dynamic lighting, makes their thinking pattern and problem-solving capabilities transparent to recruiters.

Showing the sculpted and final versions
of models showcases the process

An efficient way to showcase the process is adding breakdowns or wireframes of models, or progression shots of an environment. For a full environment, the first piece is the blockout created by the level designer, then the objects that were modeled, and their relevant textures and materials. The final result needs to show how the environment aligns clearly with the blockout and mechanics set by the level designer, and how it’s been optimized for the game.

What is the process of building a game environment design portfolio?

Building a game environment design portfolio requires research to build up an understanding of how they’re made, then carefully choosing which pieces to include. Artists need to decide which aspects of their work to highlight, ideally including a mix of sketched-out concepts and more polished models and textures. The final step is to showcase high-quality images and videos of completed environments.

Research for a game environment portfolio means looking at examples from established studios like Rocksteady, which produced Batman: Arkham Knights, or early concept art that inspired games like Dark Souls. Research gives insight into which industry-standard tools and game engines artists need to be proficient in. Different projects and games require different specializations, so curating portfolios to match these helps land roles.

Artists can curate their portfolios based
on game concepts and individuality

Artists have to come up with visual concepts, sketching out ideas for spaces such as a forest, city or underground dungeon. Using references for atmosphere and lighting helps artists create pieces that use the environment to set the mood, which is important for immersion. The references used can be shown as a way to outline the thinking process. Creating models and textures that match the concepts, such as the necessary terrain, plants and buildings, is the next step.

Artists can showcase portfolios on
ArtStation and LinkedIn for exposure

The final part of the process is compiling high-quality images and videos of completed environments. Showcase pieces can be broken down into wireframes with texture and lighting maps. Interactive demos, playable levels or walkthroughs that indicate experience with both modeling tools and game engines, are ideal to include.

Finished portfolios showcase pieces with a variety of themes and genres, following a clean structure and concise descriptions. Publishing portfolios to websites like ArtStation, personal websites and LinkedIn helps with exposure and networking. Engaging with the community increases an environment artist’s reach, and community feedback helps them refine their portfolio pieces.

What should a game environment portfolio include?

A game environment portfolio should include finished pieces that showcase an artist’s skills alongside documentation of their processes. The chosen pieces need to be of high quality and make it clear the designer has artistic range. Targeting a style and curating the portfolio to match specific studio requirements increases the portfolio’s appeal.

Including landscapes and interiors across
genres showcases adaptability

Showcasing a variety of settings and genres shows adaptability, but the different concepts need to be stylistically consistent. An ideal portfolio, for example, includes both Bloodborne’s cityscapes and the forests from The Witcher 3: Wild Hunt. Outlining the process behind these pieces lets recruiters understand the artist’s problem-solving capabilities and see any techniques that were used for refinement.

Process documentation includes the main models needed for the piece, the materials applied to these models, texture maps used, and lighting passes. Artists with industry experience are able to show how they took level blockouts and created the necessary models to be put together in a scene.

Cover systems in a shooter game need to
preserve both functionality and visuals

Environment artists are in charge of filling up a space to reflect the game’s narrative and lore, making clear that it’s a living environment. Functionality is for the level designer to figure out in AAA studios, but small studios with fewer resources might require artists to create playable spaces and add the visuals. Artists applying for hybrid roles like this need to include environments that were made with the mechanics in mind, such as the cover systems in Gears of War.

Environment artists have to work with the game engine that a studio uses in order to create materials and texture maps via that engine. Technical competence is crucial, so a portfolio has to show proficiency with industry-standard tools like Maya and Blender, as well as game engines like Unity and Unreal Engine.

Including wireframes demonstrates mesh topology and the ability to optimize

A key takeaway is that it’s better to have 5 polished pieces over 15 unfinished ones. Hiring managers or recruiters looking at a portfolio try to find wrongs more so than rights, so highlighting more polished pieces makes a stronger impression. Interactive demos increase the quality of a portfolio, giving employers or admission officers a chance to see the world just as the player does.

Join the Funsmith Tavern to get exclusive game dev tips that we don't share anywhere else

Each Friday, get a shot of 2-min TL:DR update in your inbox on the latest
Actionable tips, templates, or in-depth guides by game dev experts
— Entry-level Game design job listings(+ playtesting and internships)
— Private community workshops, events, and discussions
    Share
    Share
    Share
    Send

    The Funsmith Tavern

    Weekly Game Design Newsletter

    Level-up your game design knowledge, skills, career, and network

    Bi-weekly on Tuesday, get a shot of 2-min TL:DR update in your inbox on the latest

      All tactics. No fluff. Pro advice only. Unsubscribe any time

      Get Exclusive Game Design Tips that I Share Only with Funsmith Tavern Subscribers

      Weekly Game Design Newsletter

      Level-up your game design knowledge, skills, career, and network

      Bi-weekly on Tuesday, get a shot of 2-min TL:DR update in your inbox on the latest

        All tactics. No fluff . Pro advice only. Unsubscribe any time

        EXPERIENCE & BACKGROUND:

        [STUDIO] Blizzard Entertainment: Content, mechanics, and systems designer

        (Creator of Apex Legends & former Creative Director at Respawn)

        [GAME] World of Warcraft: MMORPG with 8.5 million average monthly players, won Gamer’s Choice Award – Fan Favorite MMORPG, VGX Award for Best PC Game, Best RPG, and Most Addictive Video Game.

        • Classic:
          • Designed Cosmos UI
          • Designed part of Raid Team for Naxxramas
        • Burning Crusade:
          • Designed the raid bosses Karazhan, Black Temple, Zul’Aman
          • Designed the Outlands content
          • Designed The Underbog including bosses:
            • Hungarfen, Ghaz’an, Swamplord Musel’ik, and The Black Stalker
          • Designed the Hellfire Ramparts final bosses Nazan & Vazruden
          • Designed the Return to Karazhan bosses: Attumen the Huntsman, Big Bad Wolf, Shades of Aran, Netherspite, Nightbane
        • Wrath of the Lich King:
          • Designed quest content, events and PvP areas of Wintergrasp
          • Designed Vehicle system
          • Designed the Death Knight talent trees
          • Designed the Lord Marrowgar raid
        • Cataclysm:
          • Designed quest content
          • Designed Deathwing Overworld encounters
          • Designed Morchok and Rhyolith raid fights
        • Mists of Pandaria: 
          • Overhauled the entire Warlock class – Best player rated version through all expansion packs
          • Designed pet battle combat engine and scripted client scene

        [GAME] StarCraft 2: Playtested and provided design feedback during prototyping and development

        [GAME] Diablo 3: Playtested and provided design feedback during prototyping and development

        [GAME] Overwatch: Playtested and provided design feedback during prototyping and development

        [GAME] Hearthstone: Playtested and provided design feedback during prototyping and development

        [STUDIO] Riot Games: Systems designer, in-studio game design instructor

        (Former Global Communications Lead for League of Legends)
        (Former Technical Game Designer at Riot Games)

        [GAME] League of Legends: Team-based strategy MOBA with 152 million average active monthly players, won The Game Award for Best Esports Game and BAFTA Best Persistent Game Award.

        • Redesigned Xerath Champion by interfacing with community
        • Reworked the support income system for season 4
        • Redesigned the Ward system
        • Assisted in development of new trinket system
        • Heavily expanded internal tools and features for design team
        • Improved UI indicators to improve clarity of allied behaviour

        [OTHER GAMES] Under NDA: Developed multiple unreleased projects in R&D

        Game Design Instructor: Coached and mentored associate designers on gameplay and mechanics

        [STUDIO] Moon Studios: Senior game designer

        (Former Lead Game Designer at Moon Studios)

        [GAME] Ori & The Will of The Wisps: 2m total players (423k people finished it) with average 92.8/100 ratings by 23 top game rating sites (including Steam and Nintendo Switch).

        • Designed the weapon and Shard systems
        • Worked on combat balance
        • Designed most of the User Interface

        [GAME] Unreleased RPG project

        • Designed core combat
        • High-level design content planning
        • Game systems design
        • Game design documentation
        • Gameplay systems engineering
        • Tools design
        • Photon Quantum implementation of gameplay

        [VC FUNDED STARTUP] SnackPass: Social food ordering platform with 500k active users $400m+ valuation

        [PROJECT] Tochi: Creative director (hybrid of game design, production and leading the product team)

        • Lead artists, engineers, and animators on the release the gamification system to incentivize long-term customers with social bonds and a shared experience through the app

        [CONSULTING] Atomech: Founder / Game Design Consultant

        [STUDIOS] Studio Pixanoh + 13 other indie game studios (under NDA):

        • Helped build, train and establish the design teams
        • Established unique combat niche and overall design philosophy
        • Tracked quality, consistency and feedback methods
        • Established company meeting structure and culture

        Game Design Keynotes:

        (Former Global Head of HR for Wargaming and Riot Games)
        • Tencent Studio
        • Wargaming
        • USC (University of Southern California)
        • RIT (Rochester Institute of Technology)
        • US AFCEA (Armed Forces Communications and Electronics Association)
        • UFIEA (University of Florida Interactive Entertainment Academy)
        • West Gaming Foundation
        • Kyoto Computer Gakuin – Kyoto, Japan