They say opposites attract. But yin and yang can be boring. Think about the 70:30 rule when preparing pieces for your portfolio. Details are good, but too many details in a scene can be overwhelming. The work can become disorienting and unfocused. 70% Open - free space to let your eyes rest 30% Detail - focusable detail. An example of this could be in hard surface modeling. While maintaining detail within the asset, you want the model to be as readable as possible. However, don’t just think of this within the mesh of the asset. This rule can also apply to the texture, color, and composition of the piece as well as many other aspects of the piece such as lighting and shapes. Of course, rules can be 𝑏𝑟𝑜𝑘𝑒𝑛 but if you break them, do it well and with intention.
This is so true, too many details will eliminate the centre of focus for any piece of work and make it overwhelming to anyone looking at it 💯💯
How can we apply the 70/30 rule to gameplay programming portfolios? I feel like one of my pieces in particular within my portfolio is too long (close to 10 minutes!) because I contributed to a lot of pieces. I found it hard to summarize my contributions in a 30sec - 1min video
This. 1000% this. Solid design incorporates this. Avoid "Christmas Tree Syndrome."
Yes! Not everything needs to be 100%. Focus on what’s important instead of the entire thing is a solid advice anyone can get! 🫡
Well said!
i support this in any field of work!!! 💪
Game Producer, Associate Producer, Production Coordinator, CSM
7moSolid advice, its the small handfull of great shots that are the most memorable. I wonder now though, do you think this 70/30 rule can apply to resumes as well?