Zacker Posted August 26, 2005 Report Posted August 26, 2005 It is one of my biggest wishes that I one day get a job in the game dev industry. I am however not really sure of what I should work on in order to get a such job. Considering the amount of industry guys in here, it should be possible to get some answers. I can do all kind of stuff related to game design, I do only master a few things though. Which skills can give me a job in the game dev industry? Until now I have only made maps in VHE. Would it be best to become even better with VHE or should I look into learning level design for other engines? Do they prefer a guy who is ok at 3 engines or someone who master 1 engine? I can also program in some languages such as php, actionscript, c++, TI-basic, Java and some others, nothing really hardcore though. Would it be wise learn some more programming? Can this work together with level design? Texturing/skinning is another area which I got some experience in. I am still not any good at it compared to the pros though. I guess that this is one of the things which would be good to know if you want a position as level designer? The last 2 years or so I have been project leader. Is this worth anything? If I want a job as level designer, does it then matter that I can lead a team? Would it maybe be better just to get someone else to lead SoW and then focus on my position as Lead Level Designer? Quote
Kosmo Posted August 26, 2005 Report Posted August 26, 2005 I'm not a pro, but I think that as far as mapping goes, you should try to get solid knowledge on as many engines as you can, what comes to mind, is the big three, Unreal Engine, Source and Doom3. I wouldn't really bother with programming, do like I did, and learn scripting, since you already got some experience on programming, picking up a new one is a walk in the park, LUA was my first choice. Texturing is a good thing to know, as sometimes it is not an option for you to get textures because all the texture artists are working on somewhere else, so then you'd have to make the textures, it is pretty simple, what would you prefer? Modeller who just does models or modeller who does models, textures them and animates? Game industry is pretty known for it's multitalented people, and it will be that way always, so pick up skills, and try to master them. Quote
kleinluka Posted August 26, 2005 Report Posted August 26, 2005 Yes, multi talented people are good to have. But the way the industry is going right now there will be more and more specialists needed in particular areas (shaders, SFX, physics etc.). For level design be aware that this can have two meanings depending on the company and project you work on. You could a) be doing all the design and artwork or b) design and scripting only. a) would be more likely to be the case if you are working on a current gen game b) is the way it's handled with next gen (at least here at ubi). The art now is way too time consuming to have level designer handle both design and art at the same time. If you are more interested in creating nice environments, strengthen your modeling and texturing skills and perfectionise them. Good environment artists are hard to find. And most companies are looking for people that can do good env art. If you are more of a gameplay designer, then focus on that and create a small SP/MP mod and learn as many engines as you can. Versatility is key. You wouldn't believe how different Half-Life is from most other engines out there. And if you can prove to a company that you know how to work in Unreal, Doom etc. you are putting yourself in a very good position. Quote
Zazi Posted August 26, 2005 Report Posted August 26, 2005 You should first decide which area to focus in. In my opinion and experience, there are really only two areas to focus in: programming or art. Art would encompass everything from modeling, texturing, concept art, and level design. Programming encompasses, well, programming... but in multiple languages. You'll seldom find a programmer in the industry who only knows one language and refuses to learn a new one. As far as your editor question, it is best to have experience with as many editors as possible. Not only does it help you learn what's out there and what each engine can and cannot do, but it also makes you more marketable. Devs, imo, do not care if you're a "master" at one editor: if it is not something they're looking for, they will skip right over your CV. If, however, you have experience in something that you've worked with before, they'll be more likely to actually look at your resume and give you a shot. Additionally, learning level editors these days is not really hard at all... all it takes is time to learn, so if you have free time by the boatloads, learn as many editors as possible. Some studios will require that you know other skills other than just level design. When I worked for Streamline, I was required to do a lot more than just level design. Hell, I did everything from modeling, texture work, to programming. I was a special case, though, I think, since I have a good programming background as well. Anywho, it all depends on the developer you are applying to. While it definately would not hurt you by learning how to model and texture, some studios may not require it for a level design position. It will, however, make you that much more marketable. As far as leading LDs in the industry... it's not gonna happen. Lead positions in ANY developer studio requires industry experience, not mod experience. While you are leading a mod, yes, it does not demonstrate your leadership ability within the actual industry. You may, however, be able to negotiate some sort of senior position, depending on how they gauge your leadership abilities, but even that is pretty rare, imo. Overall, I think you just have to decide where you want to go, and learn everything you can about that field. If you want to be a leve designer, definately learn as many editors as possible, especially Unreal Editor. Learning secondary skills, such as modeling and texturing are a big bonus as well, so start learning! Quote
Hipshot Posted August 26, 2005 Report Posted August 26, 2005 As I see it, there are two big dev areas, that can be hard to combine if one is looking for a job in the industry. Graphical Design and Coding. Graphical design goes hand in hand if you are a bit skilled in, mapping, texture cration, modeling, animation and art Then there is coding which contains different languages both game code and different www and more (dont know really Im the above) I don't know anyone that is hardcore talanted in both areas actually since they booth take a long time to develop, you can never know everything since its constantly coming new stuff, both things to code and to design for. I'm not saying that a mapper can't code, and reverse, but I'm saying that the chance to apply for a job in both areas might be hard if its the real deal, "know how to edit what you look at even though you never did it before" When it comes down to level design specific, to be able to work with UnrealEd, Radiant and Hammer is a big plus, cause then you can look for jobs in engines (already mentioned), Doom, Source, Unreal, and games around those engines. Every game based on the same engine is in most ways the same, and learning the smaller differences arnt so hard if you know what you do. Also games that spawns with the same engine but newer (next-gen) is also very easy to adapt, since its the same core, just look at all people making Source maps, its the same way as making levels for HL1E, which is based on the Q1E, same with Doom, its the same as mking levels for Q3 almost, same goes for unreal and many other systems. I'm a bit tired now so I hope that makes any sense. and sorry for any typos and grammar errors, don't feel reading through the text Quote
ginsengavenger Posted August 26, 2005 Report Posted August 26, 2005 that's a really weird deja-vu double post. zazi/hipshot, separated at birth? Quote
Zazi Posted August 26, 2005 Report Posted August 26, 2005 that's a really weird deja-vu double post. zazi/hipshot, separated at birth? Omai! He found out! Quote
mike-0 Posted August 26, 2005 Report Posted August 26, 2005 I didn't bother to read all of the replies, so if i sound the same then who cares. I think there are a few different branches that go into the game design industry - the top two being design and marketing. Below design is graphics design and coding, under graphics design is mapping and (lead) modelling, and maybe a few other things.. Under mapping is texture design, prop modelling, and, well, brushwork crap, originallity and creativity. If you want to be a pro mapper, you'll probably need to know the bold things. And as everyone else said, knowing how to work in a variety of different engines looks great on a portfolio. Static meshed based Unreal and brush based Source are very different. Quote
Hipshot Posted August 26, 2005 Report Posted August 26, 2005 that's a really weird deja-vu double post. zazi/hipshot, separated at birth? Maybe we are, or maybe its just that we know the truth so very well. Quote
Kosmo Posted August 26, 2005 Report Posted August 26, 2005 that's a really weird deja-vu double post. zazi/hipshot, separated at birth? Maybe we are, or maybe its just that we know the truth so very well. But remember, the truth is out there Quote
ginsengavenger Posted August 26, 2005 Report Posted August 26, 2005 do notice that they posted at exactly the same minute by the way Quote
kleinluka Posted August 26, 2005 Report Posted August 26, 2005 Some of you guys here are thinking far too HL oriented. If I were to categorize "mapping" or "level design" I wouldn't put it in graphics design but game design. Nobody here has even MENTIONED game design. It's the biggest and most important part of all! Quote
Hipshot Posted August 27, 2005 Report Posted August 27, 2005 Some of you guys here are thinking far too HL oriented. Pff, that is not HL specific, I don't consider myself a HL-kinda guy, more Quake. The reason is more bad indepth knowledge of the industry and how it works. But I consider it to be 50/50, cause maps are what we see, it display the effect, game and the style... Quote
ginsengavenger Posted August 27, 2005 Report Posted August 27, 2005 yeah it is Klein, but you don't really get hired out of school as a game designer. It's the kind of thing that you have to prove yourself at within a company I think. I think if you want to be a capital-d Designer you typically start out as a level designer/scripter which can mean a LOT of different things because each company breaks the production process down differently. It's easy to prove yourself as a coder or artist because the results can be reviewed very objectively. You see the product, you see what the guy can do. As a designer your job is much tougher because the results are so much more subjective. How do you define fun? Quote
Zazi Posted August 27, 2005 Report Posted August 27, 2005 Some of you guys here are thinking far too HL oriented. If I were to categorize "mapping" or "level design" I wouldn't put it in graphics design but game design. Nobody here has even MENTIONED game design. It's the biggest and most important part of all! I consider game design under the art category. Reason being is that game design is very much an art form, though mostly written... Quote
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