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Posted

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. 

Posted

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.

Posted

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.

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