I've been modding games since 2006 ish I started developing the idea for a game in 2012 and started development around 2014 with several .. lets just call them delays. I've been working on the project for about a solid year or two now. I've modeled stuff in 3ds max before, but I noticed how long it took to complete…
Well I want to do level design. More specifically my goal is to create video game levels that combine beauty and functionality but beauty comes first, not that functionality is any less important. That being said the thing that I am currently doing is creating scenes detached from core level design things such as…
The problem I think Hurt is trying to get at is right now your portfolio doesn't really show your ability to anything other than buy pre-made assets and place them into a scene. Studios want to see an understanding of how a level is made from start to finish. Also, level design and environment art overlap but are not…
Put your work side by side with NaughtyDog work for example, be honest about it. That is what you want in terms of quality, you won't reach that level of quality buying assets from a store and placing stuff around, study and research what are the things that have to be done by an environment artist to achieve that level,…
Maybe? It depends on what they delays were, if you were in the military, if you were in school or something else was happening. I'd be interested in hearing what happened inbetween idea inception and then actual dev work starting. Would help me get a better context of where you were coming from originally with the 100 days…
So, the issue really comes from people being confused about what you want to do. In the industry, a level designer is someone who's main focus is to make a fun level gameplay wise. They are more focused on how to build a level that players will find fun. An world builder or an environment artist is the person who then…
Hopefully I didn't come across harsh, just reiterating what others were explaining. There probably are cases of people getting jobs just with level creation experience, but having a solid background in modelling/texturing etc would drastically improve your chances of getting a job in industry, also makes you far more of an…
I understand what you are saying, but my goal is to work with modular assets to make awesome looking scenes. While I can do 3D modeling and texture work I am not a traditional artist, but that is what an art team is for in a studio; because I don't have an art team the next best thing is outsourcing which comes in the way…
With the scene it doesn't really feel like there is a focal point or something the player is being aimed towards, it just a big open space. You need something that draws the eye towards it and gives a clear indication that this is what you are supposed to be focusing on. The scene is all pretty much similar materials and…