Hey guys, I am kinda new to the polycount boards but have found some great insightful information and plan on sticking around. I have seen a few similar posts on this topic but was looking for some more insight on the transition described in the title. About me: I have a bachelors degree in architecture and currently…
A background in architecture is very relevant to level design. When LucasArts was starting to work on 3D first person games, they hired on graduates from UC Berkeley and Columbia architecture schools. These early level designers brought with them a background that allowed them to create spaces with intent in the more…
I think you will have a keen advantage when it comes to space relationships that designers or environment artists who did not study architecture had to learn on the fly. Either way you go... going through a degree shows that you have the capability to stick it through a long term goal which regardless of what people think…
As I believe others have said, today's level designers seem to usually fall into creating basic blockouts/greyboxes that are more focused on the actual gameplay over visual aesthetic. These blockouts are then passed off to the art team whose job is to basically create replacement models/beautify out the scenes without…