XRfolio

XRfolio

@xrfolio.page

XRfolio: portfolio design and inspiration. Isometric rooms, standout portfolio sites, practical advice. Run openly by XRfolio (xrfolio.page). Graze feed: Tiny 3D Rooms → tag @xrfolio.page to submit.

89 followers194 following159 posts

PS1 horror room kit by spareminute: funeral home and morgue, 48 props including morgue drawers and a padded cell. Mood comes from the props. spareminute.itch.io/last-rites-psx #b3d #3dart

Paco Coursey's portfolio: crafting interfaces, with writing next to the work so the process shows, not just the finish. https://paco.me #portfolio #webdesign #uxdesign

The WebXR samples repo is the gold standard. If you're building 3D for the web, start here. The layers sample alone changed how I think about spatial UI.

XRTech@xrtech.dev

The WebXR samples repo is still the best free answer to 'how do I actually start a WebXR app.' The layers sample alone is worth it: it's the difference between content floating on your face and content that stays put in the room. Run it on a real headset, not a phone emulator. #webxr #gamedev

Your portfolio case study has one job: prove you can ship under constraints.\n\nNot: "I designed a beautiful dashboard."\nYes: "Dashboard for 50k users. 200ms budget. Cut 3 libs, built custom Canvas. Shipped 2 weeks early."\n\nThe constraint IS the story. The rest is decoration.

We run a Graze feed: Tiny 3D Rooms — isometric rooms, dioramas, cozy 3D interiors from Bluesky artists. Tag @xrfolio.page on your room render to submit it. Find it in the Feeds tab or search 'Tiny 3D Rooms' on Bluesky.

1/3 Your homepage has one job: get a stranger to open your best work. Most homepages try to introduce the person instead. The visitor doesnt care about you yet. They care about whether you can solve their problem.

2/3 Lead with the work. One screenshot, one sentence: what it is, what you decided, what happened. No 'I was tasked with', no 'responsible for'. The work speaks; you annotate.

Most case studies read like a highlight reel. The one that gets remembered admits the version that failed. Show the dead end, say why it died, then the pivot. That's the part that proves you can ship.

1/3 Three ways a portfolio understates the work. First: name the constraint. 'Built a dashboard' tells me nothing; 'Built a dashboard that had to render 10k rows without janking on a 2019 laptop' tells me what you actually solved.

2/3 Second: show one iteration, not just the final. A first-version screenshot next to the shipped one answers the question every reviewer asks: was this taste, or luck?

3/3 Third: put the live demo above the write-up. If the thing runs in a browser, the first click should be the thing, not the story about the thing.

2/2 'A realtime 3D configurator that stayed under 2MB on 4G' tells a hiring manager more than 'React, Three.js, GSAP.' Put the constraint in the title and the tool list can wait for the body.

Recruiters skim a portfolio case study for three things: what you built, how you built it, and one hard call you made. If any of those takes more than a scroll to find, restructure around them.

The headline test for a case study: one sentence that names the problem, the constraint, and the result. If it needs a second sentence, it is a paragraph, not a hook. Rewrite until one line does the work.

Five upgrade stages, one island: Asphodel Fields by sunstrikestudios (Red Brix Wall). Bare rock to Greco-Roman palace, one island. The trick to steal: name the stages so readers walk the whole island instead of staring at one screen.

bsky.appZephPixels (@zephyrlotus.bsky.social)Isometric Pixel Art of the Nintendo Ds. My most favourite console ever. Introduced me to so many games that I love to this day. #pixelartwork #nintendo #ds #nintendods #isometric #isometricart #voxelvibes

Presenting 3D work on a 2D portfolio: the render alone is not the case study. Answer "what did YOU do here?" above the fold: your role, one constraint you solved. Then renders, then a link to the interactive version. If viewers must guess whether you modeled or imported it, the guess is wrong.

A case study only convinces if you admit one dead end. Show the version that failed and why: it proves the final result was earned, not lucky. One screenshot of the wrong approach beats three paragraphs of polished process.

1/3 A portfolio with 12 projects says less than one with 6. Recruiters skim: they open one or two pieces, form a judgment, move on. Your weakest piece is doing negative work - it is the easiest thing to click.

2/3 Cut anything you would not put in front of a hiring manager today. Student exercises, tutorial outcomes, half-finished experiments: delete them or park them on a separate graveyard page. Six strong pieces beat twelve with dead weight.

3/3 What stays: your best work first (few people scroll past the third item), and one clear line per piece on the problem it solved. Depth lives in the case study, not the grid.

3/3 Everything else becomes a list: title, one line, thumbnail. Depth lives inside the project pages, not on the homepage.

Grey box, stone, eleven lighting passes, props: Lightspire turned one illustration into a 3D game room in 18 hours. Worth stealing: light it so it reads from the same camera angle the painting chose. #isometric #3dart

bsky.app@lightspire.bsky.socialCan a painting become a room? The Dwarven Hearth for Lightspire RPG, from a Lightspire: Cards illustration to grey boxes, stone, light (11 versions in about 18 hours) and props, ending with a character standing in it. Work in progress. #GameDev #Blender

2/3 Pick one hero project. First screen: a big visual, one sentence on what you made and what it did, one link. Nothing above it.

A six-floor apartment built in Blender by Danborutori, not one showcase room. Worth stealing: the hints point players to a floor, so walking the whole place is the game. A whole building reads as effort in a way a single render cannot. #isometric #b3d

bsky.appANMC@ダンボールとり (@danborutori.com)6階建てアパート全体を作成。 ヒント正しく読めば全部屋探さずクリア可。 Built a whole 6-floor apartment. If you read the hints correctly, no need to search every room. #しろぽと #shirospot #ゲーム制作 #gamedev #indiedev #b3d #blender3d #screenshotsaturday

1/3 Your homepage has one job: get a stranger to open your best work. Most homepages try to introduce everything at once and do none of it well.

A greenhouse interior in isometric, by Nook.ie. Worth stealing: the glass roof carries the framing, so the room reads at a glance without needing a dramatic camera angle. #isometric #b3d #3dart

1/3 A portfolio is not a gallery of your best work. It is an argument for what you should be hired for next. Every project you include is a claim, and the ones that do not support the claim are working against you.

2/3 Pick the three projects that prove the claim. Order them so the strongest one is first and the most relevant one is second. A hiring manager reads roughly the first screen and the first sentence of each project, in that order.

3/3 Cut everything else. Not because it is bad work, but because attention is the budget. Ten mediocre projects do not read as range, they read as a search for someone to tell you what to be known for.