One thing that I'd want to see from a level design portfolio is scripting. Lots and lots of in-level scripting. Cinematic scripting, clever gameplay scripting (not just get this key to open the door), all sorts of nifty puzzles and gameplay devices throughout a level,
Take the following with a pinch of salt, I'm good enough as a junior... Not a senior, but anyways... This is what I kept in mind for my portfolio and that's what DICE liked about it. Versatility/flexibility: You can work with different level editors and its tools. You also know what happens around you because you have a…