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Building A TA Portfolio

Starterguide~4 min read

Use your portfolio to show how you solve production problems. The finished image or tool matters, but the breakdown gives a reviewer the context: what you needed, what you tried, and how you checked the result.

On this page The 90-Second Review The Starter Formula Anatomy Of A Breakdown Showing Code Hosting & Format Classic Mistakes

Make The First Review Easy

A reviewer may have limited time, so put the useful evidence near the start. Make these things easy to find:

  1. What did you build? Use a screenshot, short clip, or before-and-after view that shows the tool or system in use.
  2. How does it work? Link to a breakdown of the problem, approach, and result.
  3. Can they inspect the implementation? Where you can share code, include a repository link and clear README.
  4. What were the production constraints? Include budgets, performance measurements, user feedback, or other evidence that influenced the work.

Try opening the portfolio as a new visitor. If any of that takes too much searching, simplify the page.

The Starter Formula: One Tool, One Shader, One Pipeline

A tool, a shader, and a pipeline script can be a useful starter mix. It isn't a hiring formula; choose pieces that show the skills needed for the role you're applying for.

PieceWhat it provesExamples (steal these)
One toolYou can turn someone's annoyance into a buttonA batch renamer with a UI - an export validator - an auto-LOD script - rebuild any tool from our Tools section inside a DCC
One shaderYou understand the GPU side of the craftA dissolve effect - stylised water - triplanar blend material - a master material with sensible parameters - see Shaders & HLSL
One pipelineYou can make two programs cooperateBlender -> Unreal batch exporter with correct scale/axes - a texture-processing watch folder - Houdini HDA driving assets into an engine

Finish a small, usable version of each piece and explain its limitations. Someone reviewing it should be able to understand what works and how to try it.

Anatomy Of A Breakdown

A breakdown helps the reviewer follow your decisions. This structure is a useful starting point:

  1. The problem, in one sentence. "Artists were spending ~15 minutes per prop setting up export hierarchies by hand."
  2. Constraints. Engine version, team size, why the obvious solution wasn't available. Constraints are what make your choices interesting.
  3. The approach, including what didn't work. Explain what you tried, what you learned, and why you chose the final design.
  4. The result, with measurements where available. Time saved, triangle count, draw calls, or steps removed can all be useful. Label estimates clearly and explain how you measured them.
  5. What you'd change next. A short, honest account of the limitations and the next useful improvement.
A practical example

For example, a shader breakdown could explain that the first version failed because of depth sorting, then show the test that exposed it and the fix. That gives a reviewer evidence of your reasoning without relying on a claim that everything worked first time.

Sharing Your Code

  • If you're able to share the code, include a public repository with a screenshot, a short explanation, and installation steps. A clear README helps someone decide whether to look further.
  • Pin your most relevant repositories and make your own contribution clear in tutorial-based work.
  • Explain why a decision was made where the code alone doesn't make it obvious. Clear names, focused functions, and useful docstrings make the work easier to review.
  • Student projects are worth showing. Make them readable, explain what you've learned, and be honest about the parts you'd improve.

Hosting & Format

A simple website or ArtStation page can hold the visuals, with a repository link for code. For an interactive tool, a short video often explains more than a still image. Add captions or on-screen text so it also makes sense without audio.

Make the work accessible from the CV link without a login or a request for access. Check the links in the exported PDF as well.

The Classic Mistakes

MistakeWhy it hurts
Twenty pieces, no breakdownsDoesn't explain the technical work or your decisions
"Proficient in Python, Maya, Houdini, Unreal, Unity, Blender..."Needs examples showing where and how you used those skills
Only tutorial resultsExplain which parts came from the tutorial and what you changed, tested, or extended yourself
Hiding the failuresExplain what an unsuccessful approach taught you and why you changed direction
No video of toolsInclude a short clip showing how the tool works, alongside the screenshots
Waiting until it's "ready"Publish a few clear pieces when they're ready to review, then improve the presentation with feedback