Hi all,
I'm following this forum from a while and after some "little" game experiences with a local company, I took the decision to be a professional and mature game artist.
So I've planned to create a portfolio and I've defined two projects inspired by games Dead Space and Unrealt Tournament 3: they are designing a level and modeling a necromorph character.
Well, I know they are very different in approaching and in career, but my purpose is to push me in a virtual working enviroment of a virtual AAA game company and trying to get the best and understanding what looks more natural.
Actually I use Blender (able to render in realtime GLSL shader), Gimp (it's a paint program) and ZBrush, I feel very confident with them and I have good knowledge about modeling, texturing and animation, I think, on a middle level.
For the first step, I'm developing an idea about the level, so my efforts and questions are just about that.
My doubts are:
- Could the knowledge of Unreal Editor be considered a plus in CV ?
- Is it better to create the level in UE assembling pieces from 3d software or assembling the level in 3d software then exporting to UE?
- Which is the normal workflow for a level design: sketching a rough idea, creating a basic level to understand encumbrance (?), then refining, refining, refining... ?
- Is the bonus dvd with Unreal Tournament 3 a good start for level editing?
At the moment they are enough... at the moment !
Thanks in advance for any help.
Replies
To answer your questions:
1. Yes, knowledge of developing assets for UE3 is a plus, but if you are not going to be doing much work in the editor itself then it's not such a big deal.
2. Unless you have access to a custom exporter then you will need to assemble your level in UE3.
3. This is a matter of semantics but "Level Design" is a entirely different discipline which focuses on gameplay rather than aesthetics. A level designer will probably blockout a level using rather simple geometry adding in triggers and other gameplay elements. In an ideal environment once the level is deemed fun to play it is then passed on to the environment artists to pretty it up. As far as the environment art side of things go then concept sketching and gathering reference photos is usually the start of things.
4. Sorry I haven't seen that bonus DVD but from what I understand it is a good introduction to using UE3.
yup i agree. oh and welcome!
@Ben: thanks for explanation about difference between level designer and enviroment artist. But is level designer a bit similar to game designer ? Does the last make the same choices and works in the same manner?
Thanks again.
What I can tell from expierence (and I prepared many times so far in my life a portfolio over and over) is that even though you might lack at something there will be most likely something in which you show more strenth in your portfolio.
And because everyone has different strength's and expierences the questions you asked can not be simple answered. For example the difference between level designer or game designer becomes irrelevant or more blurry if you showcase work of booth categories. Showcasing might be the word anyway because what defines you is your visual presentation (not the work essential itself but the presentation!). What I mean with that is that simply putting a table on your protfolio or CV with software you know can be so meaningless compared to your portfolio that simply shows what you did in the past and before.
Here is my pipeline of sorts when creating a level.
1. After coming up with an idea, talk with an environment artist, and go over the possibilities of utilizing certain assets to create dynamic gameplay or scenarios in the level (ie. Building blowing up, electrified field of goats)
2. I'll sketch out a draft of the level, usually from a top down view, and then a threequarters view in certain areas to show routes specifically.
3. In the editor, I'll create a blocked out version of the level, with geometry from the editor. Using textures supplied in the editor (usually color coded ones if its a red vs blue type map) I'll plaster the areas that are specific to each team or are neutral. Place ammo/weapons/health where I think there could be interesting results involving fights or a desperate route to get health while carrying the flag. Any scripting that needs doing, I'll usually do a quick setup so we can get to testing.
4. Playtest. Change what's needed. Playtest. Change what's needed. Repeat. I will probably run around the level by myself for awhile also, finding little areas that could add or need to be removed for the overall experience I want players to feel. Playtest, change what's needed. If the outcome is great, I'll get an environment artist to come explore the level with me and talk about areas to fill.
5. Once assets are created, start placing them in the level, and doing quick little playtests to see if it helps gameplay or gets in the way. Then I'll usually do a pass on the area for optimization (portals, clipping, etc.) Scripting sticks its nose in again.
6. Once things are placed, I start to light the level, manipulating and playtest over and over again. Adding noise emitters and other types of emitters around the area to get the best look out of all of it.
7. PLAYTEST
8. Final tweaking, PLAYTEST, more tweaking.
9. Release map.
I've probably forgot some steps in there, just a warning. I am also a student, and this is how my pipeline goes. Probably different than in the industry but it works well for me right now.
As far as job postings go, I usually see level designer positions wanting knowledge in 3d applications or even being able to do some environment art. I like to do both, although I'm stronger as a designer. And it is likely to see game designers hop over to level design and work there during production from what I hear.