I plan on becoming a level designer, and I want to learn and focus on Unreal Engine 4 and Unity. I also want to learn various workflows and standard practices that are used in the industry. But I don't know which way(s) to approach blocking out/prototyping levels for level design.
I've heard people say to use 3d modeling apps like Maya or 3ds Max, and others say to use BSP in Unreal Engine 4. But I've also heard that BSP should be avoided. I also plan on making different types of levels/genres (in UE4/ Unity): Singleplayer, Multiplayer, FPS, Puzzle, Open World, etc. So I feel that there would be different workflows to consider for the different types of levels/genres.
Questions:
1) Is there a standard or widely used workflow for prototyping/blocking out levels in the industry? Does the process completely vary from company to company?
2) How do you decide which workflow/process of prototyping/ blocking out the level to use for the project/level that you are working on? (Are you told how to go about doing it?)
3) What process/workflow would you use for prototyping/blocking out different types of levels/genres?
4) For Unity: Is ProBuilder worth using/learning? I want to learn workflows and standard practices that are used in the industry. (So if this is never used, then I don't want to use this tool)
Other threads of interest:
https://www.epicgames.com/unrealtourname…-talk-about-BSP
Thank you.