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Gustav Engman - Level Designer

  • The Vulture
  • January 17, 2010 at 11:29 PM
  • The Vulture
    • January 17, 2010 at 11:29 PM
    • #1

    Hey, guys.

    I'm new to MapCore (actually I just found this place), and I have no idea if I even should be posting this or not, but here it goes. Since this is a place to get professional feedback, I figured maybe I should give it a go. I have no experience in the gaming business as I'm still a student and currently I'm doing my Level Design work mostly for fun. I wanted to show you guys this in order to get some feedback of my work and perhaps get some advice for the future, such as ways to get good jobs within the business, ways of improving my Portfolio etc.

    Personally I don't think of myself as very talented, but I've heard some people that like my work, so hopefully you will too. I have nothing to give compared to the amazing stuff I've seen here, so be gentle on me and don't expect too much as you browse through the Portfolio.

    Currently I have only been able to work with the CE 2 for Crysis, but I plan learning other engines once I get older. Now, enough of me, here's the link to the Portfolio. Hopefully you’ll be able to enjoy some of it!

    http://gustav.carbonmade.com/

  • Nurb
    • January 18, 2010 at 7:14 AM
    • #2

    I only have one advice for you: Apply for jobs.

  • VoodooBenshee
    • January 18, 2010 at 8:27 AM
    • #3

    great stuff man, but in the "about" section you should link the url to the crymod forums: http://www.crymod.com/thread.php?threadid=42079. copy paste things are not so convenient.

  • Corwin
    • January 18, 2010 at 10:23 AM
    • #4

    Nice job, while the harbor and forest are a bit too Crysis-ish to really stand out, both cities look way more original and Petrograd's atmosphere is especially awesome. I'd suggest you give a try at UnrealEd to increase your chances at getting job interviews. Looking forward to see what you can do next!

    Also, I think you should include some gameplay shots or videos, because right now it looks more like an Environment Artist's portfolio than of a level designer.

  • Zeta
    • January 18, 2010 at 11:16 AM
    • #5

    I think you're clearly very talented. It's obvious from the examples on your website that you have a good eye for detail and lighting and are able to create realistic, polished looking environments.

    As for recommendations, I would start learning about how game engines work, especially regarding how they render the information you see on screen. As well as this I think you should try and learn all you can about how to optimize your environments so that they perform smoothly as well as looking great. Knowledge of how to create a well optimized level is just as important as good game play and great visuals and is an extremely important skill to have. It would also be wise to try and learn a 3D modeling application such as Maya or 3D Studio Max. If you're able to learn both the level design tools and the modeling packages used for art asset creation you'll be well prepared for working on current generation games and beyond.

    I think you've picked a great engine to learn and I wish you the best of luck.

  • -HP-
    • January 18, 2010 at 1:35 PM
    • #6

    I couldn't say it any better than Zeta!

    Nice portfolio you have there, you definitely got a good eye for detail, and that is the base of any talented artist, so just keep on working!

    Cheers and welcome to mapcore.

  • Pomperi
    • January 18, 2010 at 2:06 PM
    • #7

    Yeah, great potential for sure, don't be modest

    Although I think you should ask yourself if you want to apply as environment artist or level designer, as applying for a level designer role often involves showing more than pretty screenshots. A short description of the different projects, your role, your workflow, ideas behind the gameplay etc would be a good idea to include, to give the employer a better idea of what skills you have in the level design department.

    Best of luck in the job hunt!

  • The Vulture
    • January 18, 2010 at 6:28 PM
    • #8

    Thanks, guys! All of your comments are very contructive and helpful, thanks!

    Nurb

    As for jobs, I'm only 17 so there's no way I'd get a job now because in still in school. Also, being at such a low age, I want to develop even more if I can before looking for jobs. A finished education wouldn't be too bad either.

    VoodooBenshee

    Thanks! The link would indeed be better if it was possible to click it, but it's not possible with the Portfolio survice I'm using. =(

    Again, thanks to rest of you for taking the time to write!

  • Furyo
    • January 18, 2010 at 7:48 PM
    • #9

    I like what I'm seeing, but I have issues with the website itself. The site is too convoluted in its navigation and at the same time looks way cheap in comparison to your work. I figured out the navigation and it's easy enough but it doesn't mean it presents your work nicely. As a side note, I would venture a guess and say you're more of an environment artist than a level designer (some companies don't make a distinction, others do) or at least this is what your shots tell me. I see close ups and nice assets, but not much in the way of actual paths, balance, global gameplay intentions etc.

    It may very well be what you like to show, but I would then advise you to be clearer in your message to potential recruiters. Target yourself and sell yourself well.

  • The Vulture
    • January 18, 2010 at 8:09 PM
    • #10

    Thanks, Furyo!

    Regarding my Portfolio... Just to stay on the clear side, it's not made by myself. Carbonmade is a free site allowing everyone to show a limited amount of work. When I found it I thought "What the heck" and uploaded some one my work, just to try it out as I've been wanting to have my best stuff in one place to show others. If I'm getting a job within the business, I will of course update to a more professional Portfolio.

    Also, I wonder (don't laugh now...), what exactly are the differences between a Level Designer and an Environment Artist? I don't have any gaming business experience so don't judge me here. I've always considered myself as a Level Designer since I'm creating the levels from scratch, e.g terrain, vegetation/object placement, and also all Flowgraphing (the way you do scripted stuff within CryEngine) necessary for a Singleplayer level in Crysis.

  • e-freak
    • January 18, 2010 at 8:45 PM
    • #11

    There are basically two main distinctions:

    A) Level Design - Gameplay and Scripts. The Level Designer sets a given area corresponding and within the rules of the Game Design and makes sure he pushes the concept of that to the top.

    B) Level/Enivroment Artist - Look and Feel. The Artist sets the eviroment to life. He gives sense and "real" background to the theoretical and "abstract" world the Designer created.

    and in most today's enviroments there's a third one involved

    c) Production Artits - Creation of Assets. The Enviroment Artist is in most cases not doing every prop and rock by himself but gets his required material from the producing artists of his team.

    ofcourse there's someone in before all of this starts

    0) Game Design - Gamemechanics and Features. The Game Designer sets global rules for the world, like is there a gravity (most abstract) to what is a Portal-Gun doing (elementary feature in Portal). He's doing a very abstract treatment of what the game involves, sets the rules and all that what the Level Designer needs.

    In Crysis the Game Designer would have designed the Nanosuit's features and the general weapon, vehicle and ai behaviour (he does NOT code,implement or finetune this!), the level designer works out cool passages where each of the features is highlighted (cliffs that need power-jump, villages that need stealth-mode, enviroment tracks that need a certain vehicle, stuff like that and most probably they talk alot about the finetuning of the features), the enviroment artist comes up with alot of concepts and references and then beautifies the level so it becomes believable and readable, requesting his fellow artists to produce needed content.

    If you apply for a job it might be interesting to make yourself clear what area you want to work in. For some it is most rewarding to focus on high quality model work (producing artists, micro level), and some might not want to worry so much about the looks but about cool mission design and playability (level designer)... hope that helps..

    on the portfolio: BIG LINK to your resume requested, else: great quality but provide more background information and download links.

  • The Vulture
    • January 23, 2010 at 10:32 PM
    • #12

    Thanks for superb advice, e-freak, much appreciated!

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