Probably full playable levels would be more a World Builder/Level Designer position.
You'd be surprised! At my current job I build entire zones in max - the world builders place extra collision primitives, monsters, npcs and scripted stuff. And while my first job had traditional world builders, I still had to create very large interior dungeon rooms and large castles with interior play spaces.
My current (old) portfolio is 50/50 between props and environments... and there's some UI work in there but I didn't want to do the math.
Make a whole level constructed with modular pieces and populated with props .
This is basiclly environment art from a protfolio standpoint. All the technical shit like collision and junk is something you will do at work to make the level work. But for just an art folio you want to show art.
Creating a level using modular assets/textures. Giving life to that environment with secondary props such as uniquely mapped and tiling textured assets. Lighting and shader work within a game engine. And of course breakdown work is always big plus.
Yeah though you don't want to work with people that can't do proper LODs or collision meshes/prims for their levels, even if it's not something we usually show on a portfolio.
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Make a whole level constructed with modular pieces and populated with props
Seriously though...It would be good to show both.
Probably full playable levels would be more a World Builder/Level Designer position.
You'd be surprised! At my current job I build entire zones in max - the world builders place extra collision primitives, monsters, npcs and scripted stuff. And while my first job had traditional world builders, I still had to create very large interior dungeon rooms and large castles with interior play spaces.
My current (old) portfolio is 50/50 between props and environments... and there's some UI work in there but I didn't want to do the math.
This is basiclly environment art from a protfolio standpoint. All the technical shit like collision and junk is something you will do at work to make the level work. But for just an art folio you want to show art.
Creating a level using modular assets/textures. Giving life to that environment with secondary props such as uniquely mapped and tiling textured assets. Lighting and shader work within a game engine. And of course breakdown work is always big plus.
Really just making a bad ass environment