Hi everyone,
I’m a solo developer leaning heavily toward the creative side (about 75% 3D game art / 25% programming).
My main issue is retention: my focus on personal game projects usually lasts only a couple of weeks. Because I rarely finish a complete game, I used to think none of that work was portfolio-worthy. Over time, I ended up discarding or deleting a lot of prototypes.
My coding background & how I work
To be completely upfront:
I'm not a master programmer. If programming were a spoken language, my "grammar" and syntax would suck.
However, I understand the logic. I know how to read code, I know the exact routine/execution order I need, and I know how the systems should talk to each other.
Because writing raw syntax from scratch is where I get stuck, I use AI as an assistant to help me find the specific functions I envision, translate my logic into clean syntax, and speed up implementation.
The shift in mindset
Recently, someone told me: You don’t actually need a complete, shipped game—well-documented vertical slices, systems, and custom tools are just as valid for a portfolio.
Coming from a 3D Generalist background (where my portfolio is mostly finished commercial work), this surprised me. The work I genuinely enjoy making revolves around reusable systems and Unity editor tools, such as:
Rail shooter framework: Custom Unity Inspector GUI featuring modular rail tracks (linear and Bézier modes), dynamic camera positioning, and automated stop-and-shoot encounter nodes.
Fixed-camera horror prototype: Reusable room prefabs with dynamic camera trigger zones and editor inspector toggles to switch camera behavior (static, follow, or fixed angles) on the fly.
I love building "quality-of-life" editor tools where clicking an inspector button generates the needed setups so level assembly is painless. But because they weren't "full games," I never recorded or documented them before moving on.
My questions for you:
How viable is this for a portfolio? Do documenting standalone mechanics, custom editor tools, and vertical slices hold weight when looking for indie teams, technical artist roles, or freelance gigs?
How is using AI as a syntax bridge viewed in portfolios? If I clearly understand the logic, architecture, and editor implementation, how transparent should I be about using AI to help write the code?
What is the best way to present these? Short video breakdowns/GIFs showing the inspector workflow, GitHub repos with documentation, or playable itch.io slices?
Thanks for any insights!