Kylotan of course makes a lot of sense; interviews are often short, and that time should be used to demonstrate the breadth of your experience. 8 levels is almost certainly 7 too many.
If you can show all of the key areas mentioned above, input, ai, sound, graphics, user interface, etc, then you're demonstrating your potential versatility as a junior programmer, and that you at least have a cursory understanding not only of how each area works on its own, but also how they all interact and work together to create a complete game. Kylotan is right, your first chunks of work in the industry will likely be with a pre-existing codebase, so the more you know about all of the different parts of a game you're likely to come across, the quicker you'll be able to get your hands dirty and make a tangible contribution.
Which is of course great for you, and exactly what an employer will want to see.
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Programmer Demo Reel
Something I noticed. You have a flash portfolio. From what I've heard, you should make a portfolio that's accessible by any browser without the need for plugins.
On the video, your background music is kind of abrasive to my ears. I'd maybe use something that's a little more docile or none at all. It's not like you're applying for a marketing position. You might consider going into more detail about the engine instead of the musical parts.
On the video, your background music is kind of abrasive to my ears. I'd maybe use something that's a little more docile or none at all. It's not like you're applying for a marketing position. You might consider going into more detail about the engine instead of the musical parts.
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