cdxx Posted May 1, 2006 Report Posted May 1, 2006 i don't wnat to throw the thread off topic but is there a matrix somewhere showing the average age of people working in the industry? sometimes I feel like I've gotten off to a late start and it's prolly too late to get a job in the industry. I'm a gamer for life and I know there will be a certain demand for more mature titles in the future games so that gives me a little hope but who knows, right now it's all pipe dreams. Quote
Mojo Posted May 1, 2006 Report Posted May 1, 2006 as long as you have skills then it doesn't matter. At GBX level design avg age is 23, probably. There are two older, lead level designers, the rest are young 20 year olds. But I see people ranging from 20-40 working here. Quote
cdxx Posted May 1, 2006 Report Posted May 1, 2006 well that makes me feel a hell of lot better. thx mojo, good info. anyone know where i can find some skills now ;-) Quote
Mojo Posted May 1, 2006 Report Posted May 1, 2006 here is a nifty little map I found http://www.gamedevmap.com/ Quote
Furyo Posted May 1, 2006 Report Posted May 1, 2006 yep that's a very good find. It doesn't have them all for sure but it's a very good start. And same thing for the age span of people at Montpellier: 20 to 45, with people in their 30s considered the experienced guys. Quote
Skjalg Posted May 2, 2006 Report Posted May 2, 2006 So this is all bs then? -> Many thanks for expressing an interest in our Level Designer position. Unfortunately you haven't quite got the background / experience the company in question is looking for, and as such we won't be able to submit your details to them.  It is extremely tough to break into the games industry at the moment - most clients are requesting a minimum of 2 years’ experience from potential candidates who will therefore have worked on at least one published title, or graduates with a 2.1 or higher in a games-specific degree. There have been quite a large number of studio closures all over the UK, which have flooded the market with experienced candidates looking for a new job, making things even more difficult for the talented but inexperienced people trying to get a foot in the door.  The best of luck finding the right opportunity, and sorry we can’t be of assistance. Quote
Mojo Posted May 2, 2006 Report Posted May 2, 2006 They could be one of the companies that want experienced LDs. All the LDs here don't have 2 years industry experience, but have well over 2,3, even 4+ years of mod experience and creating levels on their own free time. Sad thing is that you could have a bunch of years mapping but, to some companies, if you aren't in the industry then they don't even look at you. Its not really the company that is at fault since maybe if someone on the LD team saw your work they might think its great, but when the resumes come through Human Resource Department, or whereever, and they see no industry experience, then it is just turned away. Quote
cdxx Posted May 2, 2006 Report Posted May 2, 2006 a damn shame really. I feel like I either have to start cranking out levels (currently doing) or join a mod to even have a chance. question: do you think they'd look at a demo reel even if they HR dept didn't qualify the resume? Quote
DD Posted May 2, 2006 Report Posted May 2, 2006 Here's what I know to be true based on my own experience: 1. We are and will be even more hungry for LDs. Most of our projects are in prototype or semi-prototype which means smaller teams. When we move into full production we are going to need LDs. After reviewing our submissions I was extremely disapointed, I had to go looking myself. So yes, at least at GBX, right now is a great time to pursue LD although expect delays. 2. Most of the mod LD portfolios we get are better ART portfolios then ART game-school portfolios. I'd say about 80%~90% of the time this is true. 3. People that get hired for doing just one good map are extremely rare, usually they are really talented and have experience in traditional art or some related field. If they do get hired it's the studios fault if the person is not talented. Hiring a LD with just one map in their portfolio and no other experience is an extreme NO GO. Even if it is great. One decent level and a dozen okay or bad ones usually gets more interest. Quote
Hourences Posted May 2, 2006 Report Posted May 2, 2006 question: do you think they'd look at a demo reel even if they HR dept didn't qualify the resume? No because it prolly wouldnt even be forwarded to the leads... You just need a bit of luck for that kind of stuff. Applying at a large company might turn out well but in general most smaller companies are more likely to hire mod people to my experience. I dont really like companies who have a HR department checking peoples work. Im sorry but if you know jack shit of the subject you shouldnt be making any decisions on it. And if that is the way to go in such companies I wonder what kind of other weird decisions/things they do...you might not want to work there in the first place. Or you can ofcourse also continue modding and hope some lead or whatever notices your work One good map = The author was lucky Two good levels = Still lucky 10 good levels = Shows he knows exactly what to do to get a good result. Skill and not luck. Quote
sensee Posted May 2, 2006 Report Posted May 2, 2006 One good map = The author was lucky Two good levels = Still lucky 10 good levels = Shows he knows exactly what to do to get a good result. Skill and not luck. I think it's going to be more and more difficult for a mapper to create a greater amout of impressive maps. To create an stunning map you need at least some custom content, because nobody gets excited by a city17-looking map, no matter how well it's done. And that's the big problem, because current gen (HL2, Doom3) mapping plus the creation of custom textures and props is extremely time consuming. There are very few HL2 (or CSS) maps with custom content. Maybe the best of them is de_corse by hessi and the guy worked as far as I know over 1 year on it. Quote
Skjalg Posted May 2, 2006 Report Posted May 2, 2006 I think it's going to be more and more difficult for a mapper to create a greater amout of impressive maps. To create an stunning map you need at least some custom content, because nobody gets excited by a city17-looking map, no matter how well it's done. And that's the big problem, because current gen (HL2, Doom3) mapping plus the creation of custom textures and props is extremely time consuming. There are very few HL2 (or CSS) maps with custom content. Maybe the best of them is de_corse by hessi and the guy worked as far as I know over 1 year on it. This is excactly what frustrates me too, but then again, you learn so much by doing one level these days... Quote
Hourences Posted May 2, 2006 Report Posted May 2, 2006 One good map = The author was lucky Two good levels = Still lucky 10 good levels = Shows he knows exactly what to do to get a good result. Skill and not luck. I think it's going to be more and more difficult for a mapper to create a greater amout of impressive maps. To create an stunning map you need at least some custom content, because nobody gets excited by a city17-looking map, no matter how well it's done. And that's the big problem, because current gen (HL2, Doom3) mapping plus the creation of custom textures and props is extremely time consuming. There are very few HL2 (or CSS) maps with custom content. Maybe the best of them is de_corse by hessi and the guy worked as far as I know over 1 year on it. There will be less good maps in the future yeah but its still possible as discussed before. Certainly for HL2 its possible. I can understand that for UT2007 and HL3 or whatever there will be less content but that shouldnt be the case for the current generation of games. UT2004 is in a lot of ways similar to HL2. HL2 uses even more bsp thus relying less on meshes yet there are hundreds of UT2004 maps with a lot or nearly only custom content which results in a lot of themes. It is possible. Im sure fewer maps will be more able to impress in the future but the point will still stand. You do not have a lot of experience if you only made one or two levels and I see that happen to a lot of people, they still face a lot of difficulties or trouble when they design a level after they are hired. Its not just the skill of making it, its also the skill of designing it and finishing it. Someone who made a lot of levels is very efficient at what he does because he knows exactly what steps to take because he has done it so many times before. And no matter how awesome and extensive that one level is the author still did everything just one time... Quote
cdxx Posted May 2, 2006 Report Posted May 2, 2006 that's all really good info guys. good to know. For me, i'm concentrating my efforts on getting levels finished right now. I always have at least one project on the table with several others still in the conception stage, either working on layouts or concept art. From what I understand 10 levels seems to be the magic number for a portfolio. Well should I include 8 decent levels along with 2 really good ones or should I work on creating 5 stellar levels and scrap all the decent ones? Please advise. Also as a follow up, I've had a couple mods talk to me about joining their teams. So far I'm reluctant to say yes as I'm worried the mod could either fail or just plain suck, waisting valuable time and efforts. Would that more detrimental than going solo producing levels on my own or is working with a team more important even if it doens't fully get off the ground. Quote
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