Here at Relic - Basically us level designers do greyboxing/layouts, scripting, encounter design, event setups, and other gameplay related stuff. Environment artists take our ugly greyblock layouts and make them perdy, do all the modeling / texturing / world building / visual stuff.
At Vigil the designers handle scripting, combat encounters, technical stuff like cells & portals, most traversal design, and they block out the levels with blue rooms. Environment artists do almost all of the world building, including the first pass of effects and lighting, a lot of redesigning the blue rooms with more of…
"Great info guys. The skills required appear to be similar." Here at EA visceral, the rolls are night and day different. So id dissagree with the above comment. Hell I know for a fact none of our designers even know how to model beyond primitives. Environment artist: Creates art block of the level, then hands off a screen…
For Naughty Dog Level Designer - Design the entire level start to finish. Block out the entire level in Maya using the most basic of basic primitive shapes to block in major landmarks needed for gameplay or vis blocking, areas of cover, and traversal sections. They design the encounters, script the sequences, add spanwers,…