notes from game education summit – ideal level design candidate

An FPS level editorImage via Wikipediadesire to create explore put self in the place of the player watch people play

know basics of game structure – how to set up story for player at beginning, how to let player know what to do first how to structure the story how to pace the story to give breaks int he action (to give player a psycnic break)

game design less detail focused

level designers – allt eh nitty gritty details

company looking for specializtion – don’t have to do all kinds of design

be wiling to slog thru boring work to do your design – new guy gets the crap to start withlearn lots of tools at school

make games – lots of games before looking for industry job, sart to learn the craft while in school

know some of all the other stuff people do – get that exposure in school, see how long other jobs take, do some other tasks yourself

gotta hvae a degree, a strong portfolio that shows off details of your skills

environment designers need a good sense of space art backgrou d

level scripting knowledge with programming basics and debugging

gotta have some seniority to be a high end level designer or hte lead designer

in interviews – they’re going to ask you what are your fave games – some applicants (who don’t get hired) can’t come up with any! be able to talk about what you’re playing now, what you like about it what you’d change

be able to talk about your portfolio – put pics of what you are most proud of work that shows off your skills – even if it’s a well lit and rendered corener of a room

portfolio layout matters – be honest about your strengths

constantly play new games even if only for a little while to see new features

skill mix needed depends on the project, do what needs to be done – align textures, build trees do a little scripting

research whatyou’re creating so it looks real/authentic

write up game docs

get ready for play testing

be prepared to see your level get cut

end of hte development process is tedious but vital

documentation is vital – commen your code as you do it, comment your art and assets before you check them in

people get eveluated for promtion on leadership and on initiative – want to be the perosn who steps up adn does what needs doing

use task management software so requirements are clear and agreed up int he group and then peopel can owrk independently

school should give experience with crunch time, let yu experience stress

gotta know programming bsics solid, java not a biggie anymore

include graphics of organic stuff if you’re an art guy (because they’re hard to do)

get expeirence with current game engines and create smoething brand new with them

work with limitations to mimc console limits

put design docs in your game and be sure to say specifically what you did on the game

if you’re showing off your scripting skills – could have video of hte scene where script used and describe in text what’s going on and what you did

companies want to see that you care about making games and have passion about other things too (have a life) like hobbies, school, and that you have needed skills

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