Hi there Mapcore!
About me
To introduce myself; my name's Patrick, I'm 18 years old and I live in Stockholm, Sweden. I haven't really posted all that much here but I've always browsed the forums from time to time to check out all the nice stuff you guys churn out. Anyway, my mapping interest started at age 13-14, with Counter-strike (pretty classic beginning, ey?). I managed to make a few descent smaller maps and one slightly bigger (the latter I found floating around in the internet but cannot be run without "bright.wad"?). But then other things caught my attention and I didn't make any maps at all for quite some time.
Now it's been 4-5 years and I felt that it was time to end the mapping hiatus. Partly because it's just pure fun but I also have seen game development as a future career. And it was basically out of fear of becoming yet an untalented gamedev-aspiring slacker who regard themselves as the "guy who can come up with ideas". So I decided to start working again and chose to work with Team Fortress 2 since I really love that game and thus made
Questions
Now that you know a bit about me and what I've worked with so far, here comes the point of the thread. I have decided that I really want to aim at getting into the game industry. But to be honest, I don't know much about it or how it works. I've got the impression that it requires a great deal of talent to get into, gives relatively low pay and that the job market is risky and unsafe. Is this true or just bogus (and does it depend on where you're working)?
Then comes the choice of specialisation. What part to play in the game development process? Would I, as a level designer, be one of too many? My plan was to become a level designer who can handle the actual "construction" of a level but also make prop models and handle any scripting required for the level in question. This idea is founded on the assumption that game studios prefer a level designer who can work independently with everything related to the map he's making (another bonus I suppose is that you're versatile). Or perhaps the entire concept of a "level designer" is outdated? Maybe as games are getting bigger and more ambitious the work is getting split up more and more to specialists? I don't know, you guys better help me out!
Lastly. You can call me spoiled, naive or demanding but I really do not want to work with uninspired games for cellular phones, "license"-games and the likes (forever). Sure, I'm willing to wade through **** to be able to one day work with a passionate team that genuinely want to create grand experiences, tell of great tales and push the gaming industry forward (not game of the century, but good games). As long as that day comes at all! If I choose to pursue a career in the game industry, what is the validity of wanting to work uncompromisingly with great games and not end up "just" making stuff to meet a deadline? By uncompromisingly I don't mean that I'm the boss or anything, just that I'm part of a team who sets out to achieve greatness (I hope you understand what I mean).
I know that all of this is directly tied to my will, my talent and my passion. Just so you don't think I've missed that. :wink:
But I'm looking for answers about the difficulties in general.
Best Regards,
Patrick