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Posted (edited)

What's up mapcore!

 

A few weeks ago i just tried to make a test work on Level artist position. And today i got email with offer to work on unannounced project on CRYENGINE as Level artist. I'm happy to know it, but i have one big problem. The problem is - i'm not an artist... :v

I know how to model, texture, setting up shaders, light. But I don't even know how to draw, concept and etc.

I working last 2.5 years on a level designer position, but more like a generalist. That mean i start locations from prototyping location(greybox porn), gameplay, balance, content tasks for 3d artist - to finalization, like texture correction, setting up light, atmosphere. And it's fun!

 

So, draw - it is very critical for Level artist?

Any tips/secrets for a newbie Level artist?

Something about the specifics?

Edited by r1ar
Posted (edited)

Level Artist tasks really depends of the company itself. Imo, LA don't do models and textures, wich is the tasks of an Environment Artist, but build the levels from LD's sketch to final debugging.

In some companies, LD and LA make the layout of the map together.

You need to push the visual of your map, makes all the details and lighting (except if the company has Lighting Artist) but you also need to collaborate with Level Designers to make sure visual and gameplay go to the same direction and also make sure that LD's don't make crazy "unartable" things.

It's also full of technical constraint, you are the one who need to check collisions, navigation, framerate, etc... as you are the guy who take cares of the map.

I'm a level Artist and I'm a shitty texture and model maker (I means I have some great skills for a PS2 game :D) and also I can't draw a shit !!!

Edited by 3Dnj
Posted (edited)

3Dnj nailed it perfectly, lol.

To add a bit to that, a level artist also needs to be technically knowledgeable as well. You need to learn the engine you're working on, inside out. Since you are going to be the hub for level designers, environment artists and lighting artists, it's where it all meets so you need to always keep the game's performance in mind, at all times. You may be able to do the most beautiful level in the planet, but if it doesn't run on low specs / consoles, it's no good.
Depending on the desired goal, you need to pick the cheapest and best technique to achieve the look you're going after, again, by using the engine to it's fullest, decals, light masks, 3d models, all the way to mess around with occluders to make sure the engine only renders what's necessary, and not what's behind walls, etc. That's all your responsibility.

Also, you'll be talking with engineers a lot, about making optimizations to currently existing tech and helping them implementing new tech. (I remember back in c2, we had so many decals in the levels, they were making consoles crawl, so we needed to come up with a cheaper method of projecting decals on surfaces. (Deferred decals)

Of course, to add to all of that, you need to have a keen artistic eye. The golden word here is: composition!
You're going to be responsible for more gameplay, a lot. It's your responsability that the player never gets lost in the visual noise that art may be causing, by using leading lines, contrasting light, and just the way you place objects.
(If you want to practice composition, i recommend you give environment concept art and photography a shot, the methods you learn there can be translated into a game too)

Also, you might not be creating new assets right off the bat, but you're going to be responsible for pretty much all of them. If a floor is dark, and the wall is bright, it's on you to "marry" those assets together by using whatever methods necessary, tweaking textures, tweaking materials, tweaking lighting, etc.

Good luck!

Burrito sighing off!

Edited by (HP)
Posted

3Dnj, (HP), Minos

Wow guys! Thank you!

It is very helpful for me!

 

(HP)

Watch now your Vol 1-3 CRYENGINE tutorials. Awesome! You should make more lessons about art!

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