This is what I’ve been told by my level design teacher:
Level Design is about 2 things:
Can
you create believable spaces – This is doesn’t mean realistic, as not all games
are realistic, but it means that you need to be able to create spaces that have
history and have realistic structure. Your levels should tell a story about
what has happened before the player was there. A room or space has purpose.
This means understanding the architectural principles that guide design so that
the spaces seem believable, as if it has been used for other things, not just
created for the sake of a game.
The level must facilitate the gameplay – This means understanding how the player will interact with the world. If it is a first person shooter, how will the player move through the world? How will they get the drop on their opponent? Understand what the player wants and allow them to do that. RPG? Exploration, Interaction, Discovery. FPS? Aggression, Speed, Evasion. All of these guide the shape and structure of the level. It’s also important to understand human desires, like to be in elevated and well lit positions.
What to put into my portfolio:
Once
you master these two things, it is about diversity. Can you create a variety of
levels in different styles and game types? Get very good with an engine and
then experiment with different ones. Try the Elderscrolls construction set to
show your ability to work in different engines. Create an RPG level in a
realistic style, and an FPS level in a cartoony style, etc.
When you upload your work make sure you include all of the pre visual stuff
that you have done, like level concept statements, top down and 3D sketches,
etc. Also, upload the video but give it a voice over of you explaining your
work as you guide the person through it.
Definitely
do not create the art yourself. That is not what level design is about. When
you find assets, if they look sharp that never hurts but people won't be too
concerned about the quality of they know you didn't make them.
I would look into modding and creating levels for existing games. Get active on
the forums and publish those levels. If you can get a solid player base for one
of your maps, that will carry a lot of weight.
But I have several questions:
Replies
- mastery of substance designer
- in engine
- zbrush hi res (the in engine showcase obviously would show lows, textures, bake quality, and proof of familiarity with game pipeline)
I'm looking to become a level designer, or do you mean that level design and environment artists are one in the same? (I thought that depends on the size of the studio)
If you're going more for design....I'd use an existing game editor preferrably from a popular game.
Good luck
If I were you I'd decide which one I want to be. If its an Enviro artist, then by all means make art, otherwise just focus on nailing the principles of good level design. Get into UE4 and Cryengine and start pumping out levels using their existing assets, from MP maps to single player scenarios.