If you work at an outsource/co-dev studio and a project you're working on while under NDA is cancelled, what is the general practice for your resume/portfolio when looking for new work as you're not allowed to mention that you've spent the last x number of months/years on this big project?
I'll preface this by saying I am not an artist. Obviously, any art done for a studio is owned by that studio and that makes it difficult to use in a portfolio when the art is still covered by NDA. If this is your quandary, I suggest reaching out to an experienced artist in the industry. @axl99 is an experienced veteran artist in the game industry, she can probably answer your question if this is art-related. For a designer or engineering role, read on.
I've worked for more employers than most. As a corollary, I've also been through more layoffs and project cancellations than most as well. One lesser-known but important skill I've learned is how to describe the work I've done without crossing any legal boundaries. This is where understanding the boundaries on intellectual property is very important. The line I don't cross is that I don't talk about the specifics.
You may have noticed this if you've read this blog for a while - I've written plenty about systems I've seen and built, but I've never mentioned any specifics like which game, which circumstances they'd work, and so on. I never post any specific details, just generalized examples and hypothetical implementations of a general system or idea. That's partially due to keeping my secret identity intact, but it also protects my former employers' IP and breaks no NDA.
The other thing to remember is that my resume isn't about the games I previously worked on, it's about what I did while working on those games. Prospective employers aren't looking for a new game to play. They don't care about which IP it was. What they care about is whether the experience I earned on those projects will be applicable to the project they are currently working on. It doesn't matter to them if I was working on Assassin's Creed or Mixtape, what matters is the work I did on those games. If I've built the kind of game systems the prospective employer needs in a professional, they'll probably be interested in me as a candidate. As such, any resume/CV should be able to talk about the game mechanics I built and design/technical duties I handled while working at these previous employers.
For example, I could list "Unannounced First Person Shooter Game" for the project and "Built dynamic automated AI spawning and battle system" for the duties. I could list "Unannounced MMOG Expansion" for the project and "Designed customizable socket-based housing system" for the duties. You should get the idea - it isn't about what the game was, it's what I did for them. Find a way to describe what you did without using using any specific nouns - no names, no places, no settings, no characters, just generic descriptions.
[Join us on Discord] and/or [Support us on Patreon]
Got a burning question you want answered?
Short questions: Ask a Game Dev on Twitter
Short questions: Ask a Game Dev on BlueSky
Long questions: Ask a Game Dev on Tumblr
Frequent Questions: The FAQ















