Trying Your Hand at Level Design?
Utawoutau asks: "As a student nearing graduation with high interest yet no game industry experience I have been taking a serious look at the position of Level Designer. In order to apply for such a position of course, I would need an impressive portfolio. I am aware that a number of games, Neverwinter Nights for example, come packaged with level development tools and that a number of other games have tools (official or not) that are readily available on the Internet. I am interested in hearing opinions from others that have experimented with the level design tools for a number of games as to what they found the easiest, the most fun, the most in depth, and the most impressive to work with. In particular, I am interested in a game whose tools strike a good balance between all four of the above criteria."
But the friends of mine who are do not find the industry all that they expected it to be. The fun and games that you would expect from a game company is actually politics and stress in reality.
You end up working long hours on a game that will be released when you know it's only half done, only to be laid off the week after the game ships.
Do yourself a favor and buy a Vanagon and go on a long road trip instead.
I have been pwned because my
Just play a ton of mods (Half-Life and the forementioned NWN for example). You end up with a pretty good idea what works and what does not.
Whatever you decide to design start with pen and paper and a good idea first. Pointless mods that merely throw a bunch of monsters at you feel pointless.
Check out some classic mods for Half Life like They Hunger for HL.
Remeber if you work as a level designer in a company making a game. I can not expect to work with tools that are full fledged.
The tools you are going to work with will constantly evolve, your tools availble will be added and removed as the game moves on.
To create an impressive portfolio that will pop eyes where you apply. Design very good levels for a wide area of games. And last but not least, they have to. Absolutly HAVE to be well balansed. Especially with a multi-player game. I have seen some very pretty levels done for counter-strike but that was very poor balanced. So they where never played.
Another big thing when you design a level. Make sure you make your own textures. If you have solid texturework you will have a far better shot at the job.
-L
- To understand recursion, we must first understand recursion -
I recommend that you'd also take your time to learn a little about:
Programming
Scripting
Photoshopping (Sorry! I said GIMP'ing, of course)
3d modelling
Sound editing
Everything is attainable but you've got to be passionate about attaining it - Utawoutau the poster seems not very passionate about mapping if he failed to produce any maps, mods, models, etc, so far.
Map designing takes a lot of skill, passion, and interest in a huge variety of subjects such as architecture, interior decorating, gaming experience, multiplayer, psychology... the works.
Of those to whom much is given, much is required.
People are answering your question as if the goal is to design the best looking levels, or the easiest way to build them, or other construction related questions. But those are not the right questions you should be asking.
Just as an architect needs to find out what the goal of their building is, a level designer needs to have a goal for a level. An amazing house that doesn't have the rooms a buyer wants is still a failure. An amazing level that doesn't advance a game, or isn't any fun, is also a failure.
Before you start building a level, write it out. Put together a story of how the player will move through the level. Sketch storyboards of interesting challenges that will occur. Start with a rough layout of the rooms you plan to link, and describe whats going to be happening to the player as they move through those areas. Figure out which areas are dull, and either liven them up or cut them out. And once the flow of the level makes sense and seems enjoyable, a level designer passes the documents off to an artist, whose job is to make it look good.
Far too often, the process gets reversed. The levels are designed from an artistic perspective first, without first determining why the levels are there, or where the player will be. Time gets spent fleshing out regions that the player runs through once, hunting for something to do, and never looks at. Those areas may get thrown away in playtesting, or just kept in and bore the players. Not good.
So basically, if you want to be a level designer, design levels. Don't be a CAD designer; that is the artist's job. As a former game developer, I would have appreciated it. As a current game player, I would appreciate it perhaps even more.