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Where do you start today, if you want to work in the gaming-industry?

  • Tisky
  • November 16, 2019 at 3:49 PM
  • PaulH
    • November 19, 2019 at 9:07 AM
    • #21
    Quote from [HP]

    15 hours ago, [HP] said: Every studio is different, inhouse tools are diferent, even when studios use the same engine the workflow changes entirely. Studios using a modeling package like 3DsMax or Maya for their level designers to blockout their levels are rare these days though, for many reasons, one of them being that it increases the iteration time. If you wanna move a block 2 meters to the side, you need to boot the modeling package, export your geo, boot the game editor, import geo, wait for file to import. At the end of the year, you're probably talking hours of man hours wasted. Some people use it sure, I can actually see it being the prefered way for a racing game due to the tracks being so organic, you need a really good modeling toolkit.

    BUT, that's not even why I said what I said. If you're starting out, and learning the ropes of level design and the first thing you do is grab 3DsMax and learn to model, for me it's just feels like going to the gym and start lifting more weights than you're capable of pushing. Odds are that you're gonna give up, and you're never gonna get into the routine of going to the gym. You wanna start with the fundamentals.

    UE4 has a basic modeling toolkit, more than capable of blocking out levels, and there's modular kits in their store as well. (Same for Unity)

    I don't disagree with you. I was just pointing out that learning 3D Max can still be beneficial and not a complete waste of time, from the perspective of a level designer working in the industry, on an open-world game, and using it professionally. When it comes to learning level design there's definitely many ways to approach it and many tools that are valid.

  • ElectroSheep
    • November 19, 2019 at 1:03 PM
    • #22

    Anyway, for a LD, you don't need to learn hardcore Tools and feature, just being able to create simple shapes should be enough :P

  • Tisky
    • November 19, 2019 at 3:04 PM
    • #23
    Quote from MikeGon

    14 hours ago, MikeGon said: @Tisky so you wanna go design or art? Those are two very different paths with their own set of priorities...

    Personally what I did after finishing school until I found my first gig was shipping a ton of small level design projects on various editors, with a quick turnaround (1 project per week on average including pre-prod, documentation, etc) to build a decent LD-focused portfolio and replace the cringy school projects asap. Most of them were be pretty bad at first but they slowly got better and better. I recommend doing this because that way you not only build a portfolio, but also invest on your knowledge which is wayyy more important on the long run.

    When it comes to tools/games/engines etc. I'd say it just depends on what you wanna aim for with your portfolio. The truly crucial thing at the end of the day is the intent, thought process and presentation. A level that just "looks really kewl" without the right purpose to back it up is just worthless, unfortunately.

    Although if you wanna go for art it's a completely different story, one which I can't give advice on... other than you gonna have to get on the ArtStation rat race haha

    btw you have a portfolio already or are you starting from scratch?

    Design! I used to have alot of unfinished work. I never did feel that what i did was "perfect" so when i finished something i never felt it was as i had envisioned it from the start. Either that or poor game-play (it was mostly Counter-Strike maps at the end).

    So sadly, i have to start from scratch. Somehow it feels good also, getting a fresh start. I guess my old work would qualify as the "cringy school projects" in my own eyes. I want to do things "right" and at the same time, a good job. I don't want to complete a level and feel that i wasn't completely sure if i did things correct. Backtracking is time-consuming :)

  • Beck
    • November 19, 2019 at 3:57 PM
    • #24

    Most of what I'd look for has been covered here already. Key things I look out for when combing through portfolios:

    • Use of different game engines - More often then not you'll be joining a studio and using either their own engine or a modified one. If you can show you can transfer your skills from one engine to another (thus reducing the amount of training time you'll need when joining a new studio) it'll be a big bonus. Basically, don't just make CS:GO maps.
    • Ability to work on different game types - This kinda relates to the above but if all you're making is CS:GO maps (sorry to pick on CS:GO :P) then you're probably not going to be considered for a puzzle/racing/adventure game potentially. If you show you can create levels for different game genres it'll really help you out. For example make a race track in Trackmania, then go create a Portal 2 puzzle level, maybe create a Fallout 4 dungeon then go create a single player mission for your favourite shooter with their in-built mission editor.
    • Using level layout to create different gameplay - It's nice to see some variety in level layout. Try something new in a CS:GO map which breaks away from the typical 3 lane structure. Maybe a level which predominantly focuses on height variation. Perhaps the Portal 2 map you create can focus on precision shooting and the timing of portals being placed. The Trackmania track you might create could use split/multiple paths to give players more choice rather than one set path?
    • Tell me what didn't work - A lot of the time what you create might not be the best level ever. And that's totally fine. But don't hide it away at the bottom of your portfolio or remove it entirely. If you can critique your own work, say what went wrong and what you might have done to fix it it'll show understanding and show employers how you might tackle problems during development.
    • Keep portfolios short and sweet - Kinda contradicts the above point but don't make a portfolio page about a particular level really long. Game devs are often busy people at the quietest of times so we don't have time to read essays on every aspect of your level. Show us the key gameplay features, maybe a quick level playthrough video and keep any text short and to the point. This normally helps with interviews too as it leaves us something to ask you. Like: "You touched upon reasons why you didn't like this section, could you expand on what you might do given the chance?" "You mention bombsite B was always hard to retake in playtests, how did you overcome that?"
    • We don't expect you to be artists - Don't spend forever trying to make your level look super amazing art-wise. You're not expected to be an environment artist too. So long as you've shown considerations for how the level might be dressed or themed then that's often enough. Mood boards are good and some basic dressing to help sell that in the whitebox is cool too. Resuse assets from games as much as you can.

    I agree with what others have posted. If you don't know any 3D packages right now then just focus on in-engine tools. They're more than good enough to whitebox a level. But if you do know a 3D package it'll be a nice bonus on your CV. At Rebellion we let people use our in-engine tools or a 3D package (Max, Maya or Blender) when building their levels.

    TL;DR

    • Give your portolfio variety
    • Don't waffle on too much (Like my post :D)
  • Tisky
    • November 19, 2019 at 4:37 PM
    • #25

    I must say you guys are giving the best advices! Really appreciate all the feedback!

  • dux
    • November 19, 2019 at 5:18 PM
    • #26

    I hope you aren't big into games, because you are gonna lose all interest in playing them when you make them for a job.

  • Radu
    • November 19, 2019 at 7:30 PM
    • #27

    Not really, but you're gonna lose patience for games that don't respect your time.

  • MikeGon
    • November 19, 2019 at 8:03 PM
    • #28
    Quote from dux

    2 hours ago, dux said: I hope you aren't big into games, because you are gonna lose all interest in playing them when you make them for a job.

    It's ok I think it's safe to say none of us really like video games anyway

    (cries in game developer)

  • blackdog
    • November 19, 2019 at 10:52 PM
    • #29
    Quote from Tisky

    On 11/18/2019 at 7:26 AM, Tisky said: Stupid question but, you have to buy FC5 to use it i guess? :)

    I got an email from Steam notifying me FC5 is 67% off this week.

    Quote from PaulH

    On 11/18/2019 at 10:21 AM, PaulH said: Your original question is of interest to me too. When I was learning I too used Hammer/Worldcraft and early versions of Unreal to create levels for things like HL2, Unreal Tournament and the SWAT series, but I found myself wondering recently what games people use to learn nowadays. Seems like CSGO is still an option, but what else...

    Yeah I brought up this point in previous similar conversations… on one side we have seen a “democratisation” of game dev with tools accessible to everyone, on the other hand there are really few games that allow modding/custom content so it feels you might just developer your own game and if you get lucky you stay indie, if not you have a piece of portfolio.

    I guess a good way to go is attend meet-ups and game jams if you want to create content for fully working games. Otherwise you have to focus on the few that offer modding or go abstract and use plugins from the marketplace to get the logic going. You are in Sweden @Tisky so there should be plenty in the big cities.

    Nobody mentioned mobile gaming but if you are open to everything for the first gig you should probably look at some best practices and examples for that kind of games. Again Sweden has lots of mobile game devs.

    A side note: i think to remember from previous topics that you have kids? if you are family limited you might have to focus on studios in your region, that can help creating content tailored for them.

  • -HP-
    • November 19, 2019 at 11:01 PM
    • #30
    Quote from dux

    5 hours ago, dux said: I hope you aren't big into games, because you are gonna lose all interest in playing them when you make them for a job.

    lol, you definitely see beyond the veil a lot more when you understand how things are made.

    But, by the same token that you easily loose interest in some games when you just "know too much", you also get a newly appreciation for really well polished games, cos you know what it takes to master something to that level.

  • dux
    • November 19, 2019 at 11:26 PM
    • #31
    Quote from Radu

    3 hours ago, Radu said: Not really, but you're gonna lose patience for games that don't respect your time.

    Perhaps that's a better way of putting. I certainly find myself going back to older games that I know or have finished and just replay them knowing I'm going to have fun. A lot of new games do require a time investment I can't afford anymore.

  • Tisky
    • November 22, 2019 at 4:46 PM
    • #32

    Boys, i've installed hammer, done a mockup sketch of the map in Illustrator ( I have Illustrator and use it everyday so it felt like a better plan than paint) , started blocking out the map. Man i forgot how much fun it is! Also found a great youtube channel with tips, learned alot of new things!

  • blackdog
    • November 24, 2019 at 2:48 PM
    • #33

    Make sure you visit the topic with the links to all mapping resources, there were many articles on lighting or broader design theory.

    For your digital sketch, are you using any relatable scale from Illustrator? When sketching on paper, despite using squared(?) paper and try to assign a relatable size to the unit, when translating to Hammer sizing always changes noticeably. Not a big deal, just sometimes irritating or making me feel stupid for underestimating/overestimating the size of a certain area :D

  • Tisky
    • November 27, 2019 at 3:47 PM
    • #34
    Quote from blackdog

    On 11/24/2019 at 3:48 PM, blackdog said: Make sure you visit the topic with the links to all mapping resources, there were many articles on lighting or broader design theory.

    For your digital sketch, are you using any relatable scale from Illustrator? When sketching on paper, despite using squared(?) paper and try to assign a relatable size to the unit, when translating to Hammer sizing always changes noticeably. Not a big deal, just sometimes irritating or making me feel stupid for underestimating/overestimating the size of a certain area :D

    No real scale, using my towns center as an inspiration and i've nailed alot of the sizes except for some bits that feel small in-game haha.

  • blackdog
    • November 27, 2019 at 9:42 PM
    • #35

    What you mean real scale?

  • Radu
    • November 28, 2019 at 2:28 PM
    • #36

    So are you gonna make something @Tisky or you just asking?

  • Tisky
    • November 29, 2019 at 6:46 PM
    • #37
    Quote from blackdog

    On 11/27/2019 at 10:42 PM, blackdog said: What you mean real scale?

    It was supposed to say relatable, sorry :)

    Quote from Radu

    On 11/28/2019 at 3:28 PM, Radu said: So are you gonna make something @Tisky or you just asking?

    Working on it as we speak :D

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