Ouren Posted May 16, 2011 Report Posted May 16, 2011 I know it's totally OK for someone to use say... Hammer or UDK to create an environment and put it into their portfolio, but what would you all say about someone using these to make levels; Starcraft II LittleBigPlanet Modnation Racers Super Meat Boy Editor Things like this. Post your thoughts on this please. Thanks! Quote
sarge mat Posted May 16, 2011 Report Posted May 16, 2011 I would say yet to SC2 as its quite a complex editor and you can do loads with it. Depends what kind of job you are going for I suppose. Don't know much of the bottom two, but I would say LittleBigPlanet only if you where looking to work for them. Quote
Ouren Posted May 16, 2011 Author Report Posted May 16, 2011 Well, I mean, it should still be all about the placement of the things in the environment and the flow. You'd (largely) be using the base models and art that came with a Left 4 Dead or Starcraft II anyway. Quote
sarge mat Posted May 16, 2011 Report Posted May 16, 2011 Don't get me wrong the LBP editor is great and all but, I just think it would be a bit cheep on a portfolio. Quote
Ouren Posted May 16, 2011 Author Report Posted May 16, 2011 Yea, I agree. I was just wondering what initial impressions might be. I don't really have any things like that ready. I was just was curious about the prospect. Quote
insta Posted May 16, 2011 Report Posted May 16, 2011 If I ever make a SC2 map it's going straight to the top of my portfolio, no question about it. Quote
Vilham Posted May 16, 2011 Report Posted May 16, 2011 wot? really insta? Maybe a really complex custom but I do mean like top 50 on the popular list. Quote
Serenius Posted May 16, 2011 Report Posted May 16, 2011 I know it's totally OK for someone to use say... Hammer or UDK to create an environment and put it into their portfolio, but what would you all say about someone using these to make levels; Starcraft II LittleBigPlanet Modnation Racers Super Meat Boy Editor Things like this. Post your thoughts on this please. Thanks! I would imagine you'd want to make levels for any types of games you would want to be paid professionally to work on. HL2/UDK out of the box are great if you want to make shooters. If you want to make open-ended RPGs, you'd probably want to use Bethesda's Elder Scrolls Construction Kit or the GECK (also if you want to develop a nasty drinking habit). If you want to make RTS games, then SC2 is a no-brainer. If you want to make Bioware RPGs, use the Aurora editor or the Dragon Age editor. Quote
-HP- Posted May 16, 2011 Report Posted May 16, 2011 If I ever make a SC2 map it's going straight to the top of my portfolio, no question about it. lol wot? really insta? Maybe a really complex custom but I do mean like top 50 on the popular list. LOL Quote
-HP- Posted May 16, 2011 Report Posted May 16, 2011 Ouren, whatever you use to express your creativity is valid. I've seen LBP levels made out of pure design genius, and I've also seen levels made in hammer or other complex editor that are shit. A shoddy workman doesn't blame his tools, whatever gets the job done. Quote
insta Posted May 17, 2011 Report Posted May 17, 2011 ":3fgn7jde] A shoddy workman doesn't blame his tools, whatever gets the job done. Wouldn't a shoddy workman blame whatever he could to take away focus from himself??? Quote
Taylor Posted May 17, 2011 Report Posted May 17, 2011 I think Starcraft 2 would be great for proving scripting or even mechanical design prowess. Assuming you use the really advanced features of the scripting language to create something truly unique and not just a vanilla Starcraft 2 map, of course. LBP would be a hard sell though, and ModNation and SMB are not useful. However, if you’re applying for level design or environment artist positions then don’t do this. You need to demo your ability to create your own assets, and place them in a general purpose editor. Quote
marks Posted May 18, 2011 Report Posted May 18, 2011 Even making vanilla SC2 maps is valid I think, its an incredibly complex and deep game and to make a truly good map takes a lot of understanding. Quote
Vilham Posted May 18, 2011 Report Posted May 18, 2011 Indeed. You can certainly create a great skirmish map but unless its being played competitively/a lot there's no way of actually proving its designed solidly and most importantly uniquely designed. Copying a known good layout and just retexturing it wouldn't be a good thing. Quote
Taylor Posted May 18, 2011 Report Posted May 18, 2011 Well, I said for scripting and mechanical design. You can't prove that in a map with no scripting or unique mechanics. I’m not saying vanilla maps aren’t hard to do right, but it's going to be a very hard sell that a map in your portfolio consisting of standard gameplay and standard assets is relevant because, in your opinion, it plays well. Quote
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