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What should I include in my portfolio?


Portfolio Applications

You're probably reading this because you've applied to one of the many creative courses around the country that requires a portfolio of work as part of your application. Hopefully this masterpost can help you figure out where to start and refine your portfolio so you're ready to send them off in time!


Where to Start

Generally, a course asking to see your portfolio is already a good indicator of the course's quality. They want to evaluate your work so they can make informed decisions of who they offer their places to. If a university is offering a creative course and isn't interested in seeing application portfolios, it often means they aren't very competitive or they often don't fill all their places for it. So you're already at a good start by the sheer fact they've asked to see your work in the first place.

If they've asked to see a portfolio, they probably have a portfolio guidance page linked in their entry requirements on the course page. Here's some examples of what that might look like: UCA General portfolio advice, Goldsmiths General portfolio advice, Oxford Fine Art portfolio advice, Falmouth General portfolio advice

Some of these might be general advice pages, some of them might be more specific to the course you are applying to. Sometimes (like UCA) they have some general advice and a more detailed breakdown of portfolio expectations for each course.

This is always the place to start, since it's the most accurate source of information on the place you want to go specifically. You will likely be able to reuse elements of your portfolio across applications, but you might want to tailor your portfolio for each application to give yourself the best shot. Even if it's just re-ordering the pieces or changing the layout.


In general undergraduate creative courses are looking for three main things in your entry portfolio:

Iteration/development/design work e.g. breakdowns of your sketches and design process - colour iterations, shape iterations, showing your creative process. For photography this might look like evidence of how you set up staging and/or your editing process. For animation and film this might look like your early thumbnails and storyboards that contributed towards your video work. You might also call this "project based" work. You will likely have done a lot of this if you have done an Art & Design or Fine Art A Level. You'll want to lay this out in a way that makes sense chronologically and follows the process of your development from start to finish. It needs to be clear how each progressive element contributed to the "final piece" or "outcome".

Work that demonstrates technical skill e.g. drawings from life, still life, figure drawing, technical drawing, photographs that demonstrate good understanding of composition and lighting. This is to show your technical understanding and fundamental skills. You ideally want to showcase your ability to understand perspective, lighting, tone and shadow, contrast and accuracy. This is why people will often draw common objects in a still life scene, as it's something everyone will have an understanding of whether it "looks right". It's important that you draw in-person and not from photographs at least some of the time as photographs will warp perspective and make scenes appear more flat. You may be able to attend local classes for this, but drawing random objects from around your house or drawing your street/people on the train works just as well if that's not something you have access to.

Imaginative processes work that demonstrates combining ideas in a creative and imaginative way. This will be your most creative work. This might have a message or meaning, might be design work, or so on - it should showcase the way your creative process works. Work that showcases a visual narrative, "tells a story", those are the sort of things that might come under this category. It might be the most "unique" work you do, that feels very representative of you. This shows that you are interested in new ideas and you will bring new things to the table. It's important that this work takes inspiration from, but is not a recreation of existing work. This also pairs well with iterative and design work and you may find those parts of your portfolio overlap.


In addition to these three main factors, consider these "common threads" - advice that is generally common across a lot of courses, but not going to hold up across every course and may/may not be relevant, dependent on the course you are applying to:

Annotations explaining your decision making process throughout your design work. Why did you choose option A over option C? What was it about that sketch that made you think it was more effective/expressive/suitable.

Examples of work from multiple mediums. What those mediums might be may be relevant to your course - if you're applying to a fashion course, they're probably interested in your textiles work as well as your drawing and painting. Some courses might be interested in how you work in 3D space and might want to see relevant examples of that.

Artwork that is unrelated to your previous qualification that you completed outside of an academic setting - art that you did of your own volition without the boundaries of a specified theme or to complete an assigned task. They want to see that you enjoy doing art in your free time, that it's something you're passionate about!

In general, you probably don't want to include heavily stylised drawings (like anime, or distinctive cartoon-inspired) in your portfolio, and you generally want to avoid fan-art (art depicting existing media). This is particularly important if you're studying something more technical like Architecture or Product Design. The notable exceptions to this being if you're studying Animation, Comic and Concept and Illustration, you definitely can include stylised work, but you still want to show plenty of examples of realistic work and technical capability. If you're studying something else - Graphic Design, Game Art etc. - you might get away with one or two pieces but you want to be very sparing with any strongly stylised work. (I'm speaking as someone who spent a lot of time drawing anime characters... I'm on your side I promise - it's just that now is not the time!)

Nudity like life model drawings, drawings of or examples of sculpture, etc. are all perfectly OK and expected to include, often encouraged. If you're using a hosting site like Artstation they may put a warning filter on these by default but don't worry about this. It's fairly self explanatory (hopefully) that you shouldn't include anything that could be read as outright explicit, though.


Subject-specific Advice

Consider this in addition to including examples of the three main criteria -
Iterative/development design, technical skill, imaginative process

Architecture

Animation
Comic and Concept Art
Fashion
Film
Fine Art
Game Art
Graphic Design
Illustration
Interior Design
Media
Photography
Product Design

Postgraduate portfolios

I have less experience advising for postgraduate portfolios (and for full transparency, have not done a postgraduate degree myself) so this advice is from my own research and compiling from common themes I've seen from others' advice. This may also be relevant to undergraduates who are applying to particularly competitive courses.

It may be anticipated that you have a more cohesive "style" of work, leading to visual consistency through your portfolio. This depends somewhat on the university but often by postgraduate level there's an expectation for you to have a more defined artist identity.

The expectation of polish and quality is higher. The standard of work is higher and there is more expectation for you to present your work effectively too. Where you might've previously got away with unedited photos of your work, it definitely won't fly now - it's worth making sure you've got clear images, clear annotations (in very legible handwriting or typed), presenting your work at it's best.

The quality of your annotations is going to be more important - your decision-making process is under higher scrutiny. You need to be able to explain why option C looks better than option A, and what makes option C specifically more effective. If you're doing something more commercial like Graphic Design - you might also want to back that up with some external evidence.

Those examples of project-based work from start to end (where you've taken an idea from early ideation to completed piece, with all the development and iteration process) are even more valuable here and are going to be key to your application. It's more important that you showcase the "story" of how you reached your final outcome and present in an engaging way. If you've worked to specific briefs or criteria, you might want to include a summary of that too.

Evidence that you can respond and react to feedback and critique, including (where relevant) a summary of the feedback you received and showcasing clearly the changes and reaction you had to that critique in your work.



FAQs

How do I submit my portfolio? When will I be asked to submit it?
Typically it will be a few weeks after submitting your UCAS application, but it may take longer depending on the university. If you haven't received any information after 3-4 weeks, it may be worth chasing them via an email. They will email you on the email attached to your UCAS account so make sure this is accurate and you are checking it and it's not your school email address. Check your junk/spam folders. They will typically give you some leeway time to submit it - usually a couple of weeks.

How many pieces should I include?
This will usually be stated in the information you receive about submitting your portfolio. It is usually between 8-20. It may vary from each university you apply to.

What is a "piece"? Does that include iteration work?
Generally a "piece" is a formatted page of work, including annotations and iteration work, unless stated otherwise in another area of their submission criteria. Make sure you read all of the information you are given carefully. A "piece" can also be a video or gif in the case of Animation or Film submissions.

What format will my portfolio need to be in?
It depends. Each university has a slightly different way they want their portfolio to be submitted, and it may be they accept a website link to a portfolio hosting website (i.e. Wix, Behance, Artstation), they may want it formatted in a unique portal website (usually each piece uploaded individually), they may want it in a downloadable format (usually a Powerpoint/Slides or pdf format). It's usually an idea to keep each of your pieces organised in a folder locally on your regular laptop/pc/etc. so you can format it accordingly for each application.

Where/how can I get feedback on my portfolio?
You can always get feedback from your teachers/tutors (whoever taught you at Level 3) but you may also want to seek advice elsewhere. Sometimes, lecturers at open days (or current students who may be ambassadors/assisting) are happy to review portfolios and it might be worth bringing some work with you (or photos of it) and asking. You may also be able to find people online willing to review your portfolio but the advice you get may be less reliable.

My subject isn't listed here, do you have any subject-specific advice?
Yeah, I can probably have a go. Feel free to comment in the thread and I can always amend this with more information for more courses if there's sufficient interest. I tried to cover the most common subjects here as a starting point, primarily just through my own research. I also welcome feedback from people who may have more experience than me especially those that have looked at lots of entry-level portfolios!

Architecture

Starting points will be the ARB's advice to students seeking to study Architecture and the UK RIBA validated courses as this will help with selecting a university course. This will also provide other useful information about becoming an architect beyond your degree.



Architecture portfolios can look quite different to other creative portfolios and as the courses can be much more competitive, these considerations are more likely to be important. It's also worth noting that not all Architecture courses will ask for an entry portfolio, and this is a bit of a different case to other creative courses (it's not necessarily an indicator of the course's quality or competitiveness).

Doing an Art Foundation Diploma is common for Architecture applicants and will allow for more time to develop a portfolio outside of a typical education environment.

Common threads:

Examples of working/thinking in 3D space - taking an idea from 2D to 3D - this doesn't need to be in the form of designing buildings (and sometimes it's better if it isn't). It's more about showing a way of translating ideas using spatial thinking.

Demonstrate the research, development and inspirations that went into some of your project-based outcomes with clear, well-presented annotations.

Demonstrate an awareness of global, historical and contemporary architecture and architects.

Observational drawing is particularly important, particularly on-site/in-person, showing evidence of an awareness of perspective, shape, good degree of accuracy.



Specific things to include:

3D/evidence of spatial thinking work, could include models, sculpture, textiles work, props, digital 3D work i.e. CAD

Sketches - particularly showing "spaces" i.e. an interior or a town square - preferable to a drawing of an outside of a building.

Some places may ask for or suggest photography, particularly with a focus on composition, structure and spaces



Special thanks to this original thread and Sebastian - this provided a lot of reference for this section as Architecture is somewhat out of my typical wheelhouse.
(edited 1 month ago)
Animation

Animation portfolios commonly feature:

Examples of animation, primarily looking for technical skill - look at following common animation exercises for building fundamental animation skills i.e. bag of flour, ball rolling off a table, lipsyncing - if you have no idea what any of that means, do some googling! This is likely going to be better than trying to do something that is too high scope and executing it less well.

Examples of animation skills - this might include character turnarounds, storyboards, "beat boards", thumbnails. Alongside strong fundamental skills.


Non-essential but nice-to-include (and some places might ask for specifically) is examples of showcasing narrative - this might be short-form writing, short films, excerpts from scripts etc
Comic and Concept Art


C&CA is a newer course archetype introduced within the last 5(ish) years. Consequently there aren't a lot of C&CA graduates or graduate prospect information about these courses. You want to be particularly thorough about researching the quality of the course content if you're interested in studying C&CA. Do not consider a C&CA course that does not teach any digital 3D modelling. This is industry standard and having no 3D modelling in a Concept Art portfolio will definitely rule you out of opportunities in an already highly competitive job market. They typically won't expect you to have examples of 3D in an entrance portfolio - but if you do, it's worth including them or other examples of working in 3D space (see Game Art).

C&CA portfolios might include:

Some examples of stylised work

lots of similarities to Animation portfolios (i.e. character consistency exercises like turnarounds, character size comparison references, storyboards and thumbnails)

comic panels or examples of "scene-setting" concept art i.e. atmospheric establishing pieces

descriptive annotated concept art examples i.e. several angles of a building/architectural structure or complex "hero" asset, maybe with details of how certain parts of it would fit together etc.

Life drawing and perspective drawing will be of benefit for the technical skills part of your portfolio.

Film


Film courses would often rather see full short films or excerpts than edited-together showreels, so include any examples of films that you have, with original audio. Often they appreciate seeing supplementary work for those films too - synopsis, screenwriting, thumbnails, storyboards, concept sketches: bundle it together "project-style" with clear headers that link the supplementary work to the film link/upload.

The rest is going to come down to your personal strengths, so don't feel you have to include everything mentioned below - just consider them as ideas to support your film work. It's also worth saying that sometimes film work is not essential, but it is generally highly encouraged - I would definitely advise against submitting for a film course with no films in your portfolio...!

Photography is usually welcomed/encouraged, particularly for showing technical skill in composition, visual narrative, lighting etc. Showcase photos that demonstrate good control over the camera.

Writing - short stories, journal/blog entries, scripts and screenplay excerpts etc., are common, particularly for showing a passion for films and describing a narrative.
Illustration/sketches are generally welcome in film portfolios, particularly thumbnails and storyboards, but sketches or drawings that show strong visual narrative, composition or atmosphere may also be appropriate here.
Fine Art


Key distinguishers in Fine Art portfolios:


A stronger emphasis on multimedia - it will likely be highly encouraged by your specific portfolio advice to include examples of working with various traditional media forms. There will generally be an expectation that you have strengths and weaknesses so even if the work in mediums you favour less is not as strong that's still typically not a good enough reason to not include it. You should aim at the bare minimum to have examples of both drawing and painting, but paintings in varying paint mediums, and examples of other multimedia work like clay, ink or printing would likely also be interesting additions.

A good awareness, interest and understanding of the art world, contemporary artists, including references and annotations making clear how other artists have contributed to your creative process (likely also mentioned in your personal statement).

Depending on the university you're applying to, they may expect you to already have a cohesive style of work, or that might be the very thing they look to develop.



It's also much more common for Fine Art applicants to do an Art Foundation, which gives you additional time to develop your work outside of the typical curriculum restraints.
Game Art


Game Art portfolios will really vary based on your previous experience. If you did a more traditional Art A-level route, you might have a more 2D-focused portfolio, which should be primarily focused on showcasing fundamental technical skills (your still life/observation work) and strong examples of development/project based work. But if you came from a Game Design BTEC or similar course you might have more examples of 3D work or small-scale game examples to showcase.

Both of these are good - in an ideal world it's great if you can show off a combination of this type of work, but it's likely your portfolio will be weighted more one way than the other. This may also impact the courses you apply for since some will put a higher emphasis on traditional skills than others.

Regardless of your entry point, to create a great portfolio it's best that you have at least some examples of technical fundamentals work, design and iteration work that contributed towards a finished "thing" (whether that's a game or a painting or something else), and at least one piece that shows evidence of working in 3D space, (e.g. digital modelling in Blender or a clay pot, wooden model, cosplay prop, etc.).
Graphic Design

Graphic Design portfolios may have more digital work and work designed to be viewed on a screen. When you bring your portfolio to a physical interview for a Graphic Design course, you may want to consider bringing your laptop/tablet to display it as it's more intended to be viewed.

Like other courses you will want to show your development processes, but specifically for graphics this might include:

A focus on layout and presentation and how you convey ideas.

Evidence of multimedia - some digital, some traditional art

Some universities may look for examples of editorial design, typography, website design, or photography and photo editing examples.

Some universities may look for more detailed design documents and journals i.e. development diaries and blogs


Illustration


Illustration portfolios may contain more examples of stylised and storytelling work. You might want to include examples of your work in an illustrative context. You may focus more on the story each piece has and the overall narrative your portfolio tells from start to end, with more focus on presentation.

Specific examples more unique to illustration might include:

storytelling examples, i.e. comics pages or illustrated storybook pages

design work focusing on characters and locations, maybe including things like turnarounds typical of animation for maintaining consistency in design

examples showcasing your personality and character, as illustration has a tendency to be particularly personal


Depending on the university you're applying to, they may expect you to already have a cohesive style of work, or that might be the very thing they look to develop.
Interior Design


Read the British Institute for Interior Design's recommendations for identifying a good interior design course.

Interior design portfolios will, in general, look for a stronger weighting of technical drawing in entry portfolios, and will likely be less interested in stylised or more abstract work. They will want to see examples of working in 3D space and an enthusiasm for 3D and design work - this could include model-making, digital 3D like CAD, or even clay sculpture or textiles work. All of these are evidence than you can work in a 3D space.

Traditional work that shows strong fundamental understanding, particularly of perspective, would be very valuable. Strong perspective work shows a good level of spacial awareness. Carefully curated photography and video work may be relevant if there is a strong focus on visual communication and framing. Any work that shows an enthusiasm for the subject area i.e. architectural drawings, mockups, design work is very relevant too - include any sketches or developmental work in this area.
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Photography


Photography portfolios should contain your best photos, but it's also common for them to look for examples of your sketchbook work too. Multimedia is often welcome and unis sometimes request examples of written work in portfolios too. Some places may also accept film/video work but others won't. Be sure you check each uni's guidance.

You'll likely want to demonstrate range (unless the course you're applying to is more specialist, e.g. fashion photography) and will likely include some examples of action, portraiture, still life, etc. Pay close attention to your technical skills and focus on including the photos that demonstrate good control of the camera, composition, lighting, etc. You might want to include some examples of alternative or non-modern photography if that's something you have an interest in/have access to.

I would also suggest showing at least a few examples of your editing process in your portfolio to demonstrate your skill and understanding of photo manipulation software.
Product Design

For product design, your project-based work is going to be the most important. Within that, important things to consider:

Including annotations and references to research that informed your design-making process

Images of works in progress

Notes about specific methods/techniques used to achieve outcomes

Particular importance on clear communication of ideas, clear layout and presentation


But to be more specific of things to include:

Examples of 3D work, evidence of working in 3D space - not limited to designing products- could also include sculpture, textiles work, CAD, props.

Technical work should be focused on accuracy of shape and measurements.


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