Do a shit ton of quake mods
It's like the 90s all over again.
Lots of industry level designers with AAA merits still create maps for Quake in their spare time. I see them played on this channel every so often. I think this is a great resource for aspiring level designers since he analyzes the design choices of the maps pretty thoroughly as he plays through them.
Lots and lots and lots and lots* of examples - fully fleshed-out and complete and self-contained, across multiple games and platforms.
*and lots and lots
There seem to be a lot of tools out there now to build up a portfolio, like LittleBigPlanet, Project Spark (available on Xbox One, 360, and Windows 8), Unreal Engine 4 (lots of free assets available to practice with), and Unity (same free assets as UE4).
I think most designers start as either artists or programmers, so becomes one of those first then pitch design ideas to your director/producers.
I think you would be laughed out of a building for showing off LBP and Project Spark levels in a portfolio, unless you are going to work for those companies.
You need to show an understanding of a real-world toolset, even though many companies either use their own engine or a modified version of the middleware engines.
Spend $20 on a month of UE4, start doing tutorials. Make some stuff, then come up with a portfolio. It's actually incredibly easy.
Then I'unno beg for a job.
Make lots of levels. Look at games you like and don't like, map out the levels, the enemy spawns, the pits, the items etc. understand why things are where they are, how they affect pacing, why they are or aren't "fun".
Familiarize yourself in all the big free engines. Unreal, Unity, etc.
Create levels, but always be sure to explain why you created the level how you did. Go into as much detail as possible, down to individual prop placement and lighting. Show drawings you did of the map's concept and how it evolved from its initial stages to the final design.
Now repeat that many times.
I don't know about specific degrees, but I would like to give you a specific mindset so you can learned a lot from many games. You have to see level design entirely different, taking cue and thinking what makes them so good. Playing games with applauded level design and make visit to level designers forum should really help you.I'm looking into being a level designer but was hoping for suggestions on what degrees would help prepare me for this role. I know a degree are not necessary but i would like a degree to fall back on. Any other tips about level designers would also be great. Thanks for your time.
Professional Level Designer here for a AAA company. I have to say I'm incredibly happy that you're looking to BE a Level Designer and not seeing Level Design as a stepping stone to the "REAL" job. These people usually get weeded out fast at companies that actually care about the end product.
Things that got me in the door were the following.
1. DESIGNING LEVELS not just creating them. Just because you make a cool looking map doesn't mean that it will play well. You should pick up lots of books on level design and game design and devour them.
2. Having Optimized levels - This is a big one most people ignore. The way you design and decorate your levels has a astronomical impact on performance. Doesn't matter if you have the best map in the world if it runs horribly.
2. Portfolio - Have an easy to navigate portfolio that showcases your best work. Have links to download your levels if possible.
3. Get involved on Level Design Forums - This is where we all hang out. This is where you're going to get your feedback. And you DO need feedback. You will need people playing your work extensively to make sure you're creating the best levels you can.
4. Make a game with a team of people - There is a modern catch 22 in getting a career in games. People want proof that you can do the job before you'll be considered for the job. In other words, a finished product. Nobody wants to take a risk on someone who says they can do the work vs somebody with a proven track record. Get involved with a team to make a game. School is great for this but if you put together a team and release a small game outside of school it looks even better.
5. A Degree - My school really helped me get the job I have today. They had an established network that in combination with my portfolio allowed me to stand out. If nothing else I would recommend a degree in game design simply to develop your soft skills and learn how to work within an established pipeline. You need to know how to work in a team and there's no better way to do that then making games and projects at school with other like-minded individuals. Just don't expect the degree to get you the job. It won't.
I'll pop back in and chime in with more later but I've got to get back to work! Hope this gives some food for thought.
Professional Level Designer here for a AAA company. I have to say I'm incredibly happy that you're looking to BE a Level Designer and not seeing Level Design as a stepping stone to the "REAL" job. These people usually get weeded out fast at companies that actually care about the end product.
Things that got me in the door were the following.
1. DESIGNING LEVELS not just creating them. Just because you make a cool looking map doesn't mean that it will play well. You should pick up lots of books on level design and game design and devour them.
2. Having Optimized levels - This is a big one most people ignore. The way you design and decorate your levels has a astronomical impact on performance. Doesn't matter if you have the best map in the world if it runs horribly.
2. Portfolio - Have an easy to navigate portfolio that showcases your best work. Have links to download your levels if possible.
3. Get involved on Level Design Forums - This is where we all hang out. This is where you're going to get your feedback. And you DO need feedback. You will need people playing your work extensively to make sure you're creating the best levels you can.
4. Make a game with a team of people - There is a modern catch 22 in getting a career in games. People want proof that you can do the job before you'll be considered for the job. In other words, a finished product. Nobody wants to take a risk on someone who says they can do the work vs somebody with a proven track record. Get involved with a team to make a game. School is great for this but if you put together a team and release a small game outside of school it looks even better.
5. A Degree - My school really helped me get the job I have today. They had an established network that in combination with my portfolio allowed me to stand out. If nothing else I would recommend a degree in game design simply to develop your soft skills and learn how to work within an established pipeline. You need to know how to work in a team and there's no better way to do that then making games and projects at school with other like-minded individuals. Just don't expect the degree to get you the job. It won't.
6. Learn a variety of tools - There's a lot of tools out there. It's good to learn some of the big ones, such as Unreal, Unity, Radiant, etc etc. You'l also want to learn Maya or 3ds Max.
7. Take notes on the levels you play - You need to be able to articulate what makes a good level. A good way to get into this is to take apart the maps you enjoy and the ones you don't. Find out what makes an engagement fun, figure out the importance of pacing, balance etc.
I'll pop back in and chime in with more later but I've got to get back to work! Hope this gives some food for thought. I'll come back with some practical things you can do to get started next. I don't want to overload you with trying to do too many things at once.
3. Get involved on Level Design Forums - This is where we all hang out. This is where you're going to get your feedback. And you DO need feedback. You will need people playing your work extensively to make sure you're creating the best levels you can.
Professional Level Designer here for a AAA company. I have to say I'm incredibly happy that you're looking to BE a Level Designer and not seeing Level Design as a stepping stone to the "REAL" job. These people usually get weeded out fast at companies that actually care about the end product.
Things that got me in the door were the following.
1. DESIGNING LEVELS not just creating them. Just because you make a cool looking map doesn't mean that it will play well. You should pick up lots of books on level design and game design and devour them.
2. Having Optimized levels - This is a big one most people ignore. The way you design and decorate your levels has a astronomical impact on performance. Doesn't matter if you have the best map in the world if it runs horribly.
2. Portfolio - Have an easy to navigate portfolio that showcases your best work. Have links to download your levels if possible.
3. Get involved on Level Design Forums - This is where we all hang out. This is where you're going to get your feedback. And you DO need feedback. You will need people playing your work extensively to make sure you're creating the best levels you can.
4. Make a game with a team of people - There is a modern catch 22 in getting a career in games. People want proof that you can do the job before you'll be considered for the job. In other words, a finished product. Nobody wants to take a risk on someone who says they can do the work vs somebody with a proven track record. Get involved with a team to make a game. School is great for this but if you put together a team and release a small game outside of school it looks even better.
5. A Degree - My school really helped me get the job I have today. They had an established network that in combination with my portfolio allowed me to stand out. If nothing else I would recommend a degree in game design simply to develop your soft skills and learn how to work within an established pipeline. You need to know how to work in a team and there's no better way to do that then making games and projects at school with other like-minded individuals. Just don't expect the degree to get you the job. It won't.
6. Learn a variety of tools - There's a lot of tools out there. It's good to learn some of the big ones, such as Unreal, Unity, Radiant, etc etc. You'l also want to learn Maya or 3ds Max.
7. Take notes on the levels you play - You need to be able to articulate what makes a good level. A good way to get into this is to take apart the maps you enjoy and the ones you don't. Find out what makes an engagement fun, figure out the importance of pacing, balance etc.
I'll pop back in and chime in with more later but I've got to get back to work! Hope this gives some food for thought. I'll come back with some practical things you can do to get started next. I don't want to overload you with trying to do too many things at once.
Professional Level Designer here for a AAA company. I have to say I'm incredibly happy that you're looking to BE a Level Designer and not seeing Level Design as a stepping stone to the "REAL" job. These people usually get weeded out fast at companies that actually care about the end product.
Things that got me in the door were the following.
1. DESIGNING LEVELS not just creating them. Just because you make a cool looking map doesn't mean that it will play well. You should pick up lots of books on level design and game design and devour them.
2. Having Optimized levels - This is a big one most people ignore. The way you design and decorate your levels has a astronomical impact on performance. Doesn't matter if you have the best map in the world if it runs horribly.
2. Portfolio - Have an easy to navigate portfolio that showcases your best work. Have links to download your levels if possible.
3. Get involved on Level Design Forums - This is where we all hang out. This is where you're going to get your feedback. And you DO need feedback. You will need people playing your work extensively to make sure you're creating the best levels you can.
4. Make a game with a team of people - There is a modern catch 22 in getting a career in games. People want proof that you can do the job before you'll be considered for the job. In other words, a finished product. Nobody wants to take a risk on someone who says they can do the work vs somebody with a proven track record. Get involved with a team to make a game. School is great for this but if you put together a team and release a small game outside of school it looks even better.
5. A Degree - My school really helped me get the job I have today. They had an established network that in combination with my portfolio allowed me to stand out. If nothing else I would recommend a degree in game design simply to develop your soft skills and learn how to work within an established pipeline. You need to know how to work in a team and there's no better way to do that then making games and projects at school with other like-minded individuals. Just don't expect the degree to get you the job. It won't.
6. Learn a variety of tools - There's a lot of tools out there. It's good to learn some of the big ones, such as Unreal, Unity, Radiant, etc etc. You'l also want to learn Maya or 3ds Max.
7. Take notes on the levels you play - You need to be able to articulate what makes a good level. A good way to get into this is to take apart the maps you enjoy and the ones you don't. Find out what makes an engagement fun, figure out the importance of pacing, balance etc.
I'll pop back in and chime in with more later but I've got to get back to work! Hope this gives some food for thought. I'll come back with some practical things you can do to get started next. I don't want to overload you with trying to do too many things at once.
Any forums in particular you would recommend?
4. Make a game with a team of people - There is a modern catch 22 in getting a career in games. People want proof that you can do the job before you'll be considered for the job. In other words, a finished product. Nobody wants to take a risk on someone who says they can do the work vs somebody with a proven track record. Get involved with a team to make a game. School is great for this but if you put together a team and release a small game outside of school it looks even better.
Spend $20 on a month of UE4, start doing tutorials. Make some stuff, then come up with a portfolio. It's actually incredibly easy.
Then I'unno beg for a job.
Is UE4 usable without any programming knowledge?
Is UE4 usable without any programming knowledge?
Absolutely. The tutorials are very easy to follow. I picked up enough to recreate Block Fort from Mario Kart 64 down to its textures in under 8 hours.Is UE4 usable without any programming knowledge?