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Posted

Hi,

Can anyone help me with the difference between these two jobs? I have been told by a recruitment agent that I would be better off applying to an environment design position rather than level design, but I am still somewhat unsure as to the differences between the two positions.

I guess that at a basic level, the env designer designs the look/concept of an area whilst the level designer makes it playable from a gameplay perspective? If that is the case, how much work is involved for each member in this process, and how much creative freedom does each designer get before they are 'treading in another's territory'?

The games industry sure seems confusing (in the eyes of someone who hasn't yet joined the fray properly). What happened to the days when level designer and environment designer were the same thing?

Posted

I don't think I have heard the term environment "designer" as much as environment "artist".

From my understanding, level designers work at building the geometry of an environment for the purposes of gameplay, and planning that gameplay as well. The environment artist would use their artistic ability to bring the level to life with assets in the form of textures and models. These assets are made available to the level designer to place around the environment, which is sometimes dictated by conceptual art of the location.

It seems that the division of labor is made more because each person only has enough time to attend to their own separate tasks. Designing sequences of gameplay and the space required for it would end up taking most of a level designer's time, so it is necessary to relegate the remaining tasks of creating a game to specialists like an environment, texture, or concept artist.

I haven't been at this as long as Ferret, but game development is so complicated now that it seems a necessity.

Posted

Recruitment managers don't know shit about shit when it comes to what you'd be best suited for. They make money off placing you in a position so they're going to tell you whatever they need to.

You should try to apply directly to the companies you're interested in because the game developers themselves actually know what skills are required for the job. Companies will never ever just work through a recruiter -- they'll post the job on Gamasutra and Creativeheads as well.

Posted

Level designers create the game mechanics, puzzles, layout, flow, and put it all together into what we call the Map. Environment Artist's role is to create the art such as prop models and work with level designers to help implement the art within the maps. Every company is different too.

Posted

I dont know, but I miss it =(

quoted for truth

at my new job here at ioi for this first time i am being stripped from the art side of level design and i sure miss it :(

i can totally see how this improves the "FUN/GAMEPLAY" output of a level though ... and yet i really REALLY miss making things look good ...

Posted

The industry doesnt even know the exact difference itself either. At one company a level designer only scripts, at another he still does everything. The term "level designer" lost its meaning in the past few years. If you tell someone from the industry that youre a level designer he still has no clue as to what exactly you do since its so dependent per company.

The situation is so bad that since 2 years Im putting Level Designer/Environment artist on my resume so people can figure it out themselves what it is Im doing.....

I also totally dont think its a neccessity to split the two. The rising complexity has nothing to do with it.

The level designer can still design both the visuals and the gameplay if some modellers and texture artists provide him with assets. Basically like the old day. Level designers had help from texture artists back then too, yet still did everything else themselves.

I think a bunch of managers figured this would be more efficient and implemented the system without taking the artistic things into account. If a single task is fragmentated into too many different people and even entire departments then thats bad for the consistency of the world and the workflow of the designers (they have to run back and forth between two groups all the time, or wait for the other one to finish)

Posted

I would have tought a level designer is someone creating a level and getting the assets from someone else (artist, modeler) where a envoirement artist does more of these things himself and so control the feeling/settings of a level more.

But hey that was my view on the difference :)

Posted

If a single task is fragmentated into too many different people and even entire departments then thats bad for the consistency of the world and the workflow of the designers (they have to run back and forth between two groups all the time, or wait for the other one to finish)

Amen.

Posted

If a single task is fragmentated into too many different people and even entire departments then thats bad for the consistency of the world and the workflow of the designers (they have to run back and forth between two groups all the time, or wait for the other one to finish)

Amen.

I agree!

of course the more work you have today has to be spreaded onto a team, but cutting the workflow into too many pieces might and will be counterproductive.

though i think everybody who has played a game and has basic experience in level creation, can design a layout/gameplay for a game level. :X

Posted

I would be careful listening to advise by someone who comes up with new positions on the spot. To my knowledge there are "level designers" and "environment artists" (Patrick explained the differences between the two vey well me thinks).

Either that guy is on the bleeding edge of game development/is well informed about new, emerging jobs in studios or he doesn't know what he's talking about. Or you mis phrased him :)

Anyway - I think you should ask yourself what you want to do and where your skills are - Art or Design. Following demand blindly isn't an advice I would give unless chances to be hired in a specific job field are so slim that sending out applications would most likely be a waste of time...and I can't really see that for either of the two.

Posted

I imagine it depends what game they're working on for this distinction to be applicable. For typical First Person Shooters their seems to be little difference in the two titles because the person who designs the layout, game flow and enemy placement, etc. is also assumed to script, build, texture and light the same space by himself. There’s some debate about how long this will last or if it’s already gone (certainly has for more open-ended FPS’s), but lets not start that.

But a Level Designer and Environment Designer in the context of a PC RPG like Oblivion or Neverwinter Nights or an open-ended game like Grand Theft Auto? It’s not hard to make the distinction between the person making the monster encounters, scripted sequences and quest designs with the one making the layout itself.

But I'd go for the advice posted here to apply to the companies directly, they know what they want and aren't going to pass over the oppotunity to offer you a different position. e.g. I applied for an Artist position but was ultimately offered a Scripting one.

Posted

If that is what he said he doesn't know what he's talking about.

I've only ever come across three divisions in design; level, sound and systems. Most places I've worked simply classify everyone as a designer then delegate tasks based on personal skillsets and prior experience.

If you're going to work as an environment artist don't expect to have nearly much creative input in terms of level layout as you would as a designer though.

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