1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • cashed
    • February 5, 2012 at 6:19 PM
    • #9,041
    Quote from PogoP

    At Crytek they split between Environment Artists and Level Artists.

    same at my work, Level Artists make the general architecture and task out art to Env artists, then decorate when all is in.

  • knj
    • February 5, 2012 at 6:57 PM
    • #9,042

    I don't know for sure how it works in Crytek but as far as i see it, environment artist makes assets to populate a scene/level, and level artist or/and level designer puts the scene/level to life

  • sarge mat
    • February 5, 2012 at 7:07 PM
    • #9,043
    Quote from knj

    I don't know for sure how it works in Crytek but as far as i see it, environment artist makes assets to populate a scene/level, and level artist or/and level designer puts the scene/level to life

    It sounds like at some studios the level designers do everything from scripting events and white boxing to scene population and lighting and at others they only focus on design stuff and artists do everything else.

  • Puddy
    • February 5, 2012 at 7:16 PM
    • #9,044

    I hear designvironment artists are the new thing in the industry.

  • PaulH
    • February 5, 2012 at 7:43 PM
    • #9,045

    At Crytek UK the designers create the levels in the whitebox stage (and control all the game mode related stuff) at the end of which the level is functional from a design perspective but probably looks a bit rubbish. Then designers work with artists on the next stage (greybox) where the level is fleshed out and a rough art pass is done, with some basic assets being added. Then the artists take control of the level and buff it up to final art quality.

  • The Vulture
    • February 5, 2012 at 8:09 PM
    • #9,046
    Quote from knj

    I don't know for sure how it works in Crytek but as far as i see it, environment artist makes assets to populate a scene/level, and level artist or/and level designer puts the scene/level to life

    This is what I thought as well.

  • ElectroSheep
    • February 5, 2012 at 9:06 PM
    • #9,047

    Here at Ubisoft, there is only level artist, no env.

  • knj
    • February 6, 2012 at 6:29 AM
    • #9,048

    so the level artist is making assets and then puts together a level ?

  • The Vulture
    • February 6, 2012 at 8:49 AM
    • #9,049

    Maybe they just have 3D artists for assets and level artists/designers for their levels?

  • Corwin
    • February 6, 2012 at 9:05 AM
    • #9,050

    Level Artists should know a bit about asset creation but don't really have to do it if they don't feel comfortable. It's all about how much the person is willing to do. Env artists create proper assets, LODs, texture the stuff, etc. and the level artists make sure that those assets are used in great compositions, that the level looks beautiful without screwing up the work on the designer (AI markup and all). This level artist subject is tricky, even here in Frankfurt not all teams have those roles available. The team I'm in relies on env artists and LD together to beautify levels, instead of having a specific guy for that.

  • Synthesizer
    • February 6, 2012 at 9:38 AM
    • #9,051

    It depends on the company, none of these positions are really officially defined anywhere. At Dice level artists do a lot of asset creation as well, but usually assets that will be unique for the level they're working on.

  • The Vulture
    • February 6, 2012 at 10:44 AM
    • #9,052

    Pretty weird how they aren't really defined that well in the industry, how do people know if the job they're applying for is the one that suits them the best (if each role is different everywhere)? And more specifically, how to define yourself?

  • -HP-
    • February 6, 2012 at 11:01 AM
    • #9,053

    Well, believe it or not, this still is a pretty young industry, and we are still putting the dots on a lot of these things.

    But I gotta tell you, in a way, I'm glad that there's no set on stone positions for all companies, as it stands right now, it's how it should be. Every company has it's workflows/pipelines, and even teams inside that same company vary in positions for a lot of reasons. Maybe the project is completely different, or the higher ups of that team see fit that they ditch some positions and create others they wouldn't otherwise.

    We still have common positions like Art Director, Level Designer, 3D Artist, etc, I'd say this positions exist on all companies, but from there it branches out to other more specific positions. Basically, the bigger the project, the more specific the positions will be, the smaller the project, the more generic your position AND your work will be.

    Here in FFM, on the Crysis franchise team, on the environment production side of things, we have Level Designers, Environment Artists, Vegetation Artists, Level Artists, Lighting Artists, and to some extent Concept Artists.

    To answer your specific question, here in FFM a Environment Artist creates the assets (it's a position known to some american companies as Prop Artist), be it modular assets, single props, LOD's, collisions, etc.

    A Level Artist works very close to the level, and less closer with a asset-by-asset basis. We still paint textures, model assets, etc, but making sure the level looks stellar at all times sort of steals the majority of our time.

  • The Vulture
    • February 6, 2012 at 11:25 AM
    • #9,054

    That's interesting, thanks HP. The latter sounds just like the job I can imagine myself having, assuming I get a job at Crytek one day.

  • knj
    • February 6, 2012 at 5:02 PM
    • #9,055

    so HP do you work on event's scripting ? or your job is to make a level as badass as it can be and optimaze it ?

  • -HP-
    • February 6, 2012 at 5:04 PM
    • #9,056

    Definitely the latter, I never touch flowgraph.

  • ElectroSheep
    • February 6, 2012 at 5:24 PM
    • #9,057
    Quote from knj

    so the level artist is making assets and then puts together a level ?

    We make Textures, props and level building (but no lighting)

  • knj
    • February 6, 2012 at 5:34 PM
    • #9,058

    At my work, i'm doing custom assets, 3d model, HP/LP texture,LOD's and that's it, and i think of my self as an envartist (?) and level designers at my work, do all scripting and art passes

  • 2d-chris
    • February 6, 2012 at 11:48 PM
    • #9,059

    I fire ray casts at banana's until they burst into millions of bits and they call me designer.

  • tofu
    • February 7, 2012 at 8:47 AM
    • #9,060
    Quote

    ":3h2z7enh]Definitely the latter, I never touch flowgraph.

    *tries to recall the last time he saw a level artist optimize at Crytek*...

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™