Quote from ZackerIt's called a level designer. Env artists should just take care of the props and then the level designer will take of placing them so they make sense and tell a story, thank you.
Judging by your portfolio you could use an artists eye when trying to tell a story.
And with that, I'm not sure if you get what the point of the article is. It's not to make a generic hydrant, or crate, its to give it history. And to read something so naive as to think any Joe level designer can simply art up a map and use the assets PROPERLY (key word here) is surprising. Like the article said, part of the environment artist role is to work WITH a level designer and make sure that the proper story is told.
I'm really surprised by your reply, especially if you're a professional. And I'd hate to work with someone that has your mentality. Every single designer - thats EVERY. SINGLE. DESIGNER. - I work with works with the environment artist to make sure the overall story is told. It's no one specific departments job.
I don't mean to come off on the defense, but I really want to make sure that those who read the article I wrote truly get what the point is. And so far, from all the feedback I've gotten, you're the first to feel there's no relation between the roles and it shows in your work.