So you didnt hear about Icefrog (Valve), Pendragon (Riot Games) or Guinsoo (Riot Games) that made DotA ? Or the guy who made that SC2 MMO map and got hired by someone (Riot Games aswell I think) ?
Portfolio Question
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Damn I should dig my old Age of Empires 2 and Stronghold campaigns.... good times.
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Did you read the topic wrong, insta?
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I usually don't read stuff I reply to, I make snap decisions and follow up with several questionmarks or exclamationpoints.
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I think Benny Kayser (voodoobenshee) had a lot of RTS on his Portfolio? (And a Job in the Industry) - http://www.benny-kayser.net/portfolio/p ... e-work-rts
another portfolio that jumps to mind is Clément Melendez' (Corwin around here), where he had great Post Mortems on all of his (shooter-)Levels, which should be the standard for how designers present their work - in detail, from scratch to artpass and with a full review of the result. http://www.clement-melendez.com/portfol ... le_08.html
If you do have such a strong Post Mortem on your level it nearly doesn't matter what engine, genre and age it has been created, because making your thoughts transparent and showing what you did is what matters. Engines are tools, Game Designs are exchangable - the capability to analyze and create is what matters!
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Interesting.
Glad to see I could spark a discussion.
Thanks for the link to Mr. Kayser's portfolio.
It's also interesting to see some Cry-engine stuff and Max Payne(?) in Clément Melendez' portfolio.
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As others have said, it boils down to what type of job you're looking to get out of your portfolio, I'd say about half of the job of a level designer (working on AAA action rpg/shooters) is technical knowledge that you won't really prove by working with the editors in your list, however, if you're looking to get a job as a RTS/RPG quest designer then you're going in the right direction.
As for if I'd consider hiring you for an FPS game, or Action RPG the answer would probably be no unless you can show at least some knowledge of Unreal, Radiant, CryEngine and Source (plus tons of others)
My advise is to do a bit of both, it'll give you a much broader knowledge base - also what insta said "fuuuuuuuuuuun" should be your goal - but making something pretty never hurt anyone

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Quote from e-freak
I think Benny Kayser (voodoobenshee) had a lot of RTS on his Portfolio? (And a Job in the Industry) - http://www.benny-kayser.net/portfolio/p ... e-work-rtsanother portfolio that jumps to mind is Clément Melendez' (Corwin around here), where he had great Post Mortems on all of his (shooter-)Levels, which should be the standard for how designers present their work - in detail, from scratch to artpass and with a full review of the result. http://www.clement-melendez.com/portfol ... le_08.html
If you do have such a strong Post Mortem on your level it nearly doesn't matter what engine, genre and age it has been created, because making your thoughts transparent and showing what you did is what matters. Engines are tools, Game Designs are exchangable - the capability to analyze and create is what matters!
Corwins postmortems are fucking gold. Excellent reading and really interesting way to see his thought process and learn from it.
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