I've seen level designers run the whole gamut, as far as their artist skills are concerned. At some studios level designers only grey box out the flow and that's IT. That's what a lot of people have been describing here, but I don't actually see that too much. Those are the more pure designers who are also working on…
I imagine if an art director evaluates your portfolio, it will be based on your skill and foundation to build a decent, playable map and also how professionally it looks. A mod engine will not come across as professional, as an art director may be looking into developing their next game in a specific engine, cryengine,…
make sure you are not thinking about environment art If you really want to do leveldesign then get into Mapping ASAP. Pick between CSGO / Insurgency or Unreal Tournament (the new one) and get into building maps as much as you can. Do something for both at best so you know both engines. Knowing engines is important. Don't…
As someone new, could you expand on the difference between Level Design and Environment Art. Personally I want to create the level ART. I.e. the assets, textures, the composition of those elements, and extending further into colour correction and lighting. Does that fall into either category? As for the original post,…
If you want to be a level designer, you should start getting into engines / tools like Unreal Engine 4, Unity, Hammer, or even the Creation Kit for Bethesda's games. You'll also want to be documenting a majority of your design process and creating high level paper concepts that you can use in your documentation as well.…
If your goal is to just build levels, then it is NOT cheating to use premade assets that come with an engine, or from an asset store. It's the smart thing to do. Just make sure you note that in the file readme, or in captions/descriptions. Don't pretend you did the asset work. That said, the UE4 store/library has several…
Ahh, the BSP/brush versus blockout-mesh argument has come up a lot over the years. It never ends, and I've been on both sides of it at times. BSPs are super old technology--and the authoring tools for them are old as well....so yeah, they DO suck. And not only that, but modern GPUs are built to handle mesh data much better…