Greg D'Alessandro Posted April 26, 2016 Report Posted April 26, 2016 I plan on becoming a level designer, but I am not sure what should be/ doesn’t need to be in my portfolio. I have several questions:1) Does anyone know what my portfolio needs/should be included?2) Is there a list of things that I must show?3) How far into the level design process do I need to showcase?4a) Do I need to create and show a level/game design document?4b) Do I need to show blockouts?4c) Do I need to show the post-blockout phase (actual art assets in the scene)4d) Do I need to show a playable level?4e) Do I need to show post-playtest changes?5a) For scripting AI or events: Should I just show screenshots of the code itself/ blueprints?5b) Is there a better way to show technical knowledge for level design?6a) Do I need to show that I know how to work with different engines? (Unity, Unreal Engine 4, Skyrim Creation Kit?)6b) How do I showcase this?6c) Do I need more than these 3? (Are there better options to showcase?)7) Does anyone know of any good examples of level design portfiolios that I should strive for? The only ones that I have seen are ones that have industry experience showcasing fully released games, so I don’t know what I can show without showcasing fully complete levels.Thank you. I really appreciate the help. Quote
Karurosu Posted May 2, 2016 Report Posted May 2, 2016 I guess that something like a Gamasutra Article/Paper about a level design deconstruction, explanation can help for other to know that you have formal fundation on level design. Quote
2d-chris Posted May 4, 2016 Report Posted May 4, 2016 Hey, it's useful to look at other level designers portfolio as a guide, see what you're up against. Ps, don't look at mine, well sure, you can, but I've not updated it in many years. Quote
Sentura Posted May 9, 2016 Report Posted May 9, 2016 He's lying, he just doesn't want you as a competitor! Quote
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