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What does the industry expect of level designers?


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i heard they like to see you able to handle a lot of extras for the map. by that I mean not just able to make the level in brushwork, but also be skilled enough to create custom prop models for your map. Textures as well. this will show you a round-about skill in all aspects of level design.

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i heard they like to see you able to handle a lot of extras for the map. by that I mean not just able to make the level in brushwork, but also be skilled enough to create custom prop models for your map. Textures as well. this will show you a round-about skill in all aspects of level design.

I don't suppose you would have a link you could throw my way on making some textures for the source engine?

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This really depends I'd say.

On company structure, engine used etc. etc.

Many companies split their leveldesigners into people who handles the design only and the art only. Might go further even and have artists who does the lighting in the maps as well.

And there are companies who still "let" the leveldesigner do a lot more like textures and such. But as everything is getting more advanced it's also more time consuming meaning it is quite necessary to split up the work more and get specialists in more parts.

It's hard really to tell you what to concentrate on.

But for leveldesign you should at least be prepared on this.

At least it's good to know for yourself what you enjoy most in leveldesign. The actual design or creating the art.

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As Blaz said its different in every company, some are very specific about the different roles and some have their leveldesigners do everything graphics to scripting.

I'd say its a pretty good to have some experience in graphics since leveldesign is also a lot about knowing how to make the game fun and look good (If you design shit locations not even the best graphics artists can make it look good :)). I started with graphics and it really helps me in many situations, for example so I know if something is even achievable with the engine.

Safe to say thats its best to have lots of skills, but its still more important that you know your stuff as a leveldesigner first and foremost.

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Understanding art and good architecture is great, but it is becoming less and less important.

Understanding great single player levels is an extreme plus. Most LDs are purely multiplayer.

??? Did you mean most LD's that are not yet in the industry?

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Basically I'm curious as to what I should have in the way of skills or what programs/processes I'd be expected to be familiar with in the industry.

First time poster, but here is my 2cents. Along with knowing the basic tool set of a level designer, (Unreal, Hammer, etc) you must also have a general knowledge of what is good design. Understanding the needs for a paticular goal and then acting on it. The ability and talent to build a world that supports fun gameplay, style and flow is what is looked for in new people.

A second area of knowledge helps too. Besides just being able to build the level, also knowing how to script combat or script sequences also helps. I know some places have level designers that do nothing but build the world, then others come in and do nothing but scripting. While here at Gearbox all of our level designers do more than just building the world. They also do combat scripting, and scripted sequences. Some also do FX work. We have very talented people here.

As far as getting your foot in the door. Your #1 concern should be your portoflio. This is what's going to get you noticed. If you don't have previous experience, then get some. Many people here came from the mod community. My advice is to get involved with a good mod team, and show nothing but your absolute best. If this is something that you really want, then work as hard as you can to get your porfolio looking as good as you can.

And lastly, there is a reason why on every wanted ad you see the phrase: "Must have a OMG love for video games". You will understand why once you go through your first crunch time. This is an awsome industry, but if you don't love it, then you probably won't last long. It's a very rewarding job, but can be very stressfull at times as well. It's worth it if this is what you love to do.

Hope this helped.

Patrick

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yes, thanks. But what would you suggest we do when it comes to showing that we know what good design is? Write a whole 5 page long article about how we made the layout and why we did this and that? I'm not sure if anyone would bother reading that :/

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Id find it a positive point if you would apply to my company. I always like it when people show me they understand what they do rather than do something but dont know why they do.

Gameplay is something that is hard to sell tho. I made a lot of hardcore UT floorplans and gameplay designs, well it didnt help me when I was applying (and hired tho) to a big studio 2-3 years ago. They simply didnt understand what hardcore multi gameplay is about...not that many people do understand that..

So writing it down may help.

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yes, thanks. But what would you suggest we do when it comes to showing that we know what good design is? Write a whole 5 page long article about how we made the layout and why we did this and that? I'm not sure if anyone would bother reading that :/

Your work should show how much you know, and if you understand good design. Screenshots of your levels showing different areas, and a topdown showing the entire layout should demonstrate this. Some places will want to play your levels as well.

A quick paragraph attached to your work describing what your goals for the level were isn't a bad idea at all. Shows that you had a plan and followed through with it.

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Id find it a positive point if you would apply to my company. I always like it when people show me they understand what they do rather than do something but dont know why they do.

Who, me? And whats your company, the one who makes TCoS? Or what have I missed here? :)

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You asked if writing a five page text explaining your design decisions was good or not. What I meant with my reply was "If I were the one to hire you I would find it a positive point to see a text along with the design explaining your decisions"

Now that I read it again I notice you can indeed read it in two ways :)

But hey if you do want to apply, be my guest :)

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