I'm not posting this in the Getting into the Industry topic because I don't want to distract it from its course with what could become too personal.
As I am trying to get my portfolio ready to start looking for a full-time position at a game dev company, I can't help but ask myself what would be the most important quality for a level designer to showcase.
As a wannabe level designer, I find it hard to really grasp what it is a level designer does, because it all depends on companies and experience, so I find it even harder to get what I should be striving for. It's not like Environment Artists, who can create small but great looking, original levels, or turn concept art into a 3D environment, or model assets to quickly enhance their portfolio (not trying to diminish your work, I have very much respect for you artistic guys). I feel that everytime I'm beginning a new project as a level designer, I can't put the finger on what exactly I should be showing through my work, so instead I create something I want to (which usually gets a bit out of hand, since I'm more passionate with single playing games). It's fine, it all started that way, but I think my portfolio could use some final, small additions like Env Artists would create a few scenes to show more original work than their usual style.
I guess what I'd like to know is from people who've been hired based on their modding work and the levels they designed, the ones who ended up in a level designer position or were actually looking for one from the start, is there a specific part of your work that actually got you hired? Something like thinking out-of-the-box, creating experimental designs; or showing that you can work on long-terms projects, being part of modding projects that take years to complete, that you can take an idea and flesh it out and take it to the end; or rather that you can take existing assets of a game and create something completely new and different with them? If any, what aspect of your levels made you stick out of the crowd?
Lately, I've had fun creating a level under a month for a competition, so I realized maybe rather than getting in deep with massive, epic projects, I should lower my goals to be able to create more. My idea right now is that after I completed my current project, I'll give myself assignments the way companies sometimes give you assignments to see how you develop a theme or solve a problem. Like, giving myself a couple of weeks to create a level that takes place in the dark and see what puzzles, challenges and cinematic experience I could come up with, without spending much time on the modelling but more on the design. Is that a good idea, or am I trying too hard to cut out what really is evaluated as a whole and I should just keep doing what I do as best as I can and people will understand I have the passion and mind for it?
Or am I completely wrong about it, and I should rather try to develop my artistic skills such as modelling and texturing rather than focus on design, because most puzzles and encounters to happen in a specific level would be specified by the game designers anyway, so I should rather enlarge my horizons rather than focus on what I really want to do so I do it best?
Finally, how important is it to show that you can write documentation and keep it up to date. I tried to do so for my current project, but I slowly stopped updating it since I'm the only one aboard, there's no much use for it, and I fear it would be a bit hypocritical to show it off like it's some kind of trying-to-do-it-like-a-pro thing while I don't really know how it would really work within a company. Is a Post Mortem more important than full development updates with design docs and all that?