PORTFOLIO
These pages are (or simulate) project deliverables. They range from articles to college lectures. Some entries are about format and style, while others contain audience-appropriate content. The audience decides whether they need to look at the format or review the content. For example, factual content for educators may not appear to be useful to business developers who need online educational experiences, but being able to access all of them in a portfolio allows you to make your own decisions.
The problem with a portfolio is that it is intended to demonstrate the skills of the person that owns it. The situation is that the bones of the matter - the skills - are not usually visible in a completed product, unless it is equipped with a breakaway view.
However, if all of the portfolio pages were a single project, they would relate to each other like this.
PROJECT MANAGEMENT
The BIG Picture. Visualize it, then make it happen.
PRESENTATIONS and LECTURES
In a large project, communication is what sells the big picture.
CODE SAMPLES
Write code that will cause the big picture to become a reality.
ARTICLES
Projects sometimes re-prioritize tasks, or re-train people. This content is separate from the documents that might be "in the box".
DOCUMENTATION
Until the paperwork is done...
GAME GRAPHICS
The BOX. Think outside it, look inside it. Write advertising for it. Regardless, visuals are what sells it.
(Don't mention that the CI/CD deployment pipeline doesn't use a box anymore...)
Gaming and related animation has had a major impact on non-gaming Web pages, branding, and the UX experience.
The problem with a portfolio is that it is intended to demonstrate the skills of the person that owns it. The situation is that the bones of the matter - the skills - are not usually visible in a completed product, unless it is equipped with a breakaway view.
However, if all of the portfolio pages were a single project, they would relate to each other like this.
PROJECT MANAGEMENT
The BIG Picture. Visualize it, then make it happen.
PRESENTATIONS and LECTURES
In a large project, communication is what sells the big picture.
CODE SAMPLES
Write code that will cause the big picture to become a reality.
ARTICLES
Projects sometimes re-prioritize tasks, or re-train people. This content is separate from the documents that might be "in the box".
DOCUMENTATION
Until the paperwork is done...
GAME GRAPHICS
The BOX. Think outside it, look inside it. Write advertising for it. Regardless, visuals are what sells it.
(Don't mention that the CI/CD deployment pipeline doesn't use a box anymore...)
Gaming and related animation has had a major impact on non-gaming Web pages, branding, and the UX experience.