Level Designer...?

Discussion in 'General Gossip, Troll Wars & Game Development' started by Flubatron, Jan 3, 2008.

  1. Flubatron

    Flubatron Lurker Not From Round Here

    Hey guys,

    I've got a question or two about the games industry and how im going about it.

    Firstly, a bit of background:

    Im currently doing a course in university called "Computer Game Development" and tbh, its not all i expected it to be. Its like 90% programming (C++, DirectX, OpenGL, Python are all languages currently being studied by us), 10% essays on computer hardware. But last year we did have an entire module on games modding (im now in the 2nd year) and i loved it, especially being able to make my own levels which i've done since i started fiddling with the half life hammer.
    But from what i can gather from my lecturers, that was just a class to get us into a group working atmosphere, and has no real bearing on the real world.

    So my first question is...

    When making and designing levels in real life situations for games, are they coded or made using a premade level designer (any info on the way game levels are made would be greatly appreciated)

    and my second question is...

    Am i going about getting into the industry all wrong by taking the programming approach? surely if i know 4 major programming languages with quite alot of detail i can fill the requirements of what most people are looking for (except experience of course)

    Cheers guys... Sorry if i rambled a bit :p
     
  2. inpHilltr8r

    inpHilltr8r Guest

    Everyone does it slightly differently, but in general, designers build levels using tools written by programmers, that work in a runtime also built by programmers. Increasingly, parts of those tools and runtime may have been bought from another company. At some companies, those designers are actually programmers.

    Depends on what you want to do in the industry. If you just want to be involved with the making of games, and you're a good coder, then the programming route is a pretty good one. Although I think I'd recommend you start writing demo's from scratch, rather than just making mods.

    If you want to design games, then you really want to be a designer, and modding is a pretty good route in. Having a solid programming background doesn't hurt there at all. Will help you with your mods too.

    There's a middle ground appearing too. Like the technical artist, we now have a technical designer. Although I'm not entirely sure what he exactly does, mostly I think it's making Maya side scripts that make the designers jobs easier.

    Personally, I think there's a continuum between pure coding and pure design.
     
  3. King_Raam

    King_Raam Lurker One Of Us

    As inpHilltr8r says, the way levels are designed and created varies from company to company - in some places i've worked the designing of a level has been mainly 'paper' (or using Illustrator) to sketch out the level which is then handed over to speccific environment artists who actually 'make' it - the designer will then return to it once the geometry has been created (to do the actual 'gamey' stuff like AI / scripting etc). There is also the more hands on approach by actually creating the level in something like 3DS Max.

    Bespoke tools are usually produced by the coders to aid with the level design - either with a grey-blocking style program, or an entire editor created especially for the game you're working on - although this approach is becoming less common due to middleware etc.

    I would honestly say that there is rarely a 'wrong' route in getting into the industry - I got in after doing a CompSci degree (like yours, it was mostly based on programming) and started in the industry in QA - i'm now a level designer, and have been a lead level designer at one point too - so don't look upon programming knowledge as a bad thing, as inpHilltr8says it will certainly help with your modding and many companies love designers who actually know a bit about the code thats going on in the background - in fact it seems that most places would like level designers to do scripting of some sort anyway, so if you're not scared off by code then thats great.

    I would say that modding and creating levels in a games editor is a definite help in getting a job... The CVs that stand out when hiring other level designers have usually got modding experience and can show (either through screenshots or a showreel) that they have actually designed levels.
     
  4. BrianOnTheRocks

    BrianOnTheRocks Lurker One Of Us

    On the Road to Level Designer

    Echoing the previous posts, it is all about context. Depends a lot on what exactly you wish to do.

    Quick answer to the Level Design question: Some companies use proprietary software, and others use existing engines. Keep using the Source SDK or try Unreal to get moving. The skills you learn there are transferable to the way most companies operate.

    On to your path:

    I've found the best way 'in' to the Industry is to make a game. Yup, make one.

    This means a mod, a flash game, an analog game; anything! This is for a few reasons:

    One of the key things about the Industry is working in a team. This is why a good Mod team is a great way to start applying not only your hard skills, but your soft skills too. So find yourself a team, come up with a game idea, and make it. And more importantly: finish it. Set deadlines, set deliverables and get the team functioning like one would in the Industry. Organization, team-building and talent are things you will need to bring to the table if you want a company to look your way.

    Next step is to diversify your understanding. This means try your hand at all of the facets of game design. Programming is an excellent tool to have, but also try out art. Mock up a level in 3DSMax (or any of the other 3D Apps) then muck around in Photoshop and see what you can come up with. Then apply some of those in a simple game design to hammer out mechanics and make something fun and simple. This will also be a good way of attracting team mates with the same passion as you do for games. Understanding how the artist's mind works vs. the programmer's is essential.

    For myself, I went into a school that gives you the tools and the basis necessary to create a game within the last 6 months of the 1 year course. This school in itself was essentially a year-long job interview. So, if you find yourself a bit lost after your school is done, I would recommend trying to get into a school that teaches 'Game Design' or emulate the environment (which is, effectively, what the school did) with a team of your own.

    Show them what you got. :) Hang on to your passion and people will take notice. Good luck!

    Stay frosty.

    -B
     
  5. mglmstr

    mglmstr Literate Troll One Of Us

    Find a different career!!!

    One more Designer in the pool lowers everyones potential salary. :)