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Level Design Portfolio Requirements?

  • Greg D'Alessandro
  • April 26, 2016 at 5:42 PM
  • Greg D'Alessandro
    • April 26, 2016 at 5:42 PM
    • #1

    I plan on becoming a level designer, but I am not sure what should be/ doesn’t need to be in my portfolio. I have several questions:1) Does anyone know what my portfolio needs/should be included?2) Is there a list of things that I must show?3) How far into the level design process do I need to showcase?4a) Do I need to create and show a level/game design document?4b) Do I need to show blockouts?4c) Do I need to show the post-blockout phase (actual art assets in the scene)4d) Do I need to show a playable level?4e) Do I need to show post-playtest changes?5a) For scripting AI or events: Should I just show screenshots of the code itself/ blueprints?5b) Is there a better way to show technical knowledge for level design?6a) Do I need to show that I know how to work with different engines? (Unity, Unreal Engine 4, Skyrim Creation Kit?)6b) How do I showcase this?6c) Do I need more than these 3? (Are there better options to showcase?)7) Does anyone know of any good examples of level design portfiolios that I should strive for? The only ones that I have seen are ones that have industry experience showcasing fully released games, so I don’t know what I can show without showcasing fully complete levels.Thank you. I really appreciate the help.

  • Karurosu
    • May 2, 2016 at 8:52 AM
    • #2

    I guess that something like a Gamasutra Article/Paper about a level design deconstruction, explanation can help for other to know that you have formal fundation on level design.

  • 2d-chris
    • May 4, 2016 at 6:36 PM
    • #3

    Hey, it's useful to look at other level designers portfolio as a guide, see what you're up against. Ps, don't look at mine, well sure, you can, but I've not updated it in many years.

  • Sentura
    • May 9, 2016 at 5:22 PM
    • #4

    He's lying, he just doesn't want you as a competitor!

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