I am working on my portfolio to become a level designer.
Current goal: To create a single-player level
that captures the essence of Dark Souls and teaches the mechanics to the
player without creating a carbon copy of their level design.
Question:
Would it be unwise to have a placeholder-looking character in a polished level (with final-quality lighting and art assets) for a portfolio? (placeholder-looking character similar to the below image) Or does it make more sense to sculpt and model a character with details/textures, since I want to make a polished complete level?
I will be using this tool (Epic Games Animation and Rigging Toolkit) to create the rig and create a temporary skeletal mesh while I work on the player mechanics:
https://www.youtube.com/watch?v=knbZ_g8Hgvk&list=PLZlv_N0_O1gb2ZoKzTApbv3LvhaXJ9elgThank you.
Replies
I know that it is not necessary, but I want to showcase a finalized level with art assets that I made. (Including the character) Also, that default character would clash with the aesthetics and theme that so am going for.
My goal for this level is:
You will end up abandoning it along the way.
Check out these two level design portfolios. Both former students of the Guildhall where I teach. (I don't teach design.)
http://jraymond.squarespace.com/independent/
http://www.mdirenzo.com/personal-levels.html
I linked to their personal projects. Notice that both used only existing assets from commercial games to showcase their design skills. Moddable games that use Unreal Engine and Source Engine have lots of great assets you can use. Also, notice that both have gone on to have pretty successful careers working on properties like Halo, Tomb Raider, Wildstar, and Elder Scrolls.
http://www.mapcore.org/topic/3598-level-design-help-files/