Great portfolio advice from 6 lead level designers

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  • Опубліковано 9 чер 2024
  • Patreon: / stevelee_gamedev
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    Me: / essell2
    Kai Zheng: / devilpie
    Dana Nightingale: / danaenight
    Akuila Iliesa: / quildogg
    Jason Mojica: / generalvivi
    Miles Tost: / tostspender
    Jason McCord: / monsterclip_jm
    00:00 - Intro
    00:59 - What is an LD portfolio there to show?
    03:08 - How large should portfolios be?
    05:32 - Are art skills important to an LD portfolio?
    07:54 - What common problems do you see?
    10:15 - What advice would you give for first interviews?
    12:43 - Any advice re: engines and tools to use?
    14:39 - Anything else?
    #leveldesign #gamedev #portfolio #gamesindustry
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КОМЕНТАРІ • 28

  • @nicktwigger7076
    @nicktwigger7076 Місяць тому +10

    Any student I meet who wants to become a level designer - I'm just going to send them this video, so many good takes condensed into an 18 minute video from so many experts
    Man Steve Lee you are THE go to channel for level design and offer such a huge benefit to the whole industry

  • @h_wallace7574
    @h_wallace7574 Місяць тому +9

    Thank you! This is exactly what I was looking for right now.

  • @Creuvette
    @Creuvette Місяць тому +2

    Great content, super valuable advices. I'm already working as a Level Designer and I'm still really glad to have access to all these feedbacks. Thanks.

  • @ProGamerCarnegies
    @ProGamerCarnegies Місяць тому +5

    great video :D about to update my portfolio, and I guess it's time to start deciding which projects really deserve their spot in it ^^

  • @noahknightley4281
    @noahknightley4281 Місяць тому +6

    My biggest problem right now is that even if my portfolio was really good, I can't seem to find any entry level level design jobs to apply for. Searching for entry level design jobs on various sites make all the posting disappear the moment I filter for entry level or even junior level. How in the world are we supposed to get a job in this industry if there is no place for us to start from?

    • @NickBurnham1
      @NickBurnham1 Місяць тому +2

      Agreed. I've been wondering if it's worth it to try entering the industry through another discipline, but I know even QA, which used to be a common entry point, is a lot more technical and competitive now.

  • @asperche.
    @asperche. Місяць тому +2

    Great video ! Thanks to you and to all of the level designers who contribute to the video.

  • @c64cosmin
    @c64cosmin Місяць тому +1

    This is super useful advice on level design generally, because, while you were enumerating all the points I was also imagining various moments in games I played that followed that advice and how it made the level more memorable. Thank you for sharing this insight!

  • @jameshelliwell3876
    @jameshelliwell3876 Місяць тому

    I was LITERALLY about to message you on linkedin, thanks for this!

  • @JoshMarshain
    @JoshMarshain Місяць тому +1

    This was excellent, thank you Steve

  • @NickBurnham1
    @NickBurnham1 Місяць тому +1

    Thanks so much for this! It definitely clears up some of my concerns.
    A few outstanding questions I have about applying for jobs in AAA FPS or third-person shooter games are:
    1. If we haven't worked as a level designer in a professional capacity yet, what's a good size and scope project to target for eventual inclusion in a portfolio? A 15-minute Half-Life 2 level maybe? And how much time would you expect to put into that, not counting the time to learn the tools? Does this depend mostly on the company we're applying to and game we expect to be working on?
    2. Despite engines and tools not mattering as much, I still don't think my portfolio will be taken as seriously by most studios if I include levels made in really old engines like Doom or Quake, even though those are the easiest games to create things for. Is something like Half-Life 2 with more modern scripting as far back as you would go or is there still enough value in levels made for older games as well? Are levels made in things like Dreams, Doom SnapMap, or Halo Forge still generally accepted too?
    3. What kinds of projects tend to really stand out from the pack in portfolios? Any good recent examples that you've seen?

  • @V-95K
    @V-95K Місяць тому +1

    Thank you for this amazing video, Steve!

  • @muzboz
    @muzboz Місяць тому +1

    Some fantastic advice about the interview stage itself, there!

  • @YungRamo
    @YungRamo 7 днів тому

    Good advise about being a generalist at the start of your career. I can confirm I feel useless as a generalist at the start of what I hope to be a career in game design...

  • @NegaMogekoo
    @NegaMogekoo 19 днів тому

    Hi Steve, firstly, thanks a lot for doing these kind of videos, i'm about to gradute from university and i'm trying to make some personal projects when i have free time from Uni, ofc i want to become a level designer. I have a big question referring for the gaming industry: In some specialities is ULTRA important to talk with super professional and formal vocabulary. Is this also applied for the game industry? should i prepare myself, as a non english speaker on how to talk formally just for an interview? or can i relax and just talk with respect but not formally

  • @no-sleep
    @no-sleep Місяць тому +1

    kinda wondering where actual environment artists fit in the pipeline? cause I'm getting the feeling that you only see Level Designers doing all the block outs and then the rest is filled in by prop artists

  • @Faithreaver
    @Faithreaver Місяць тому

    I would have a follow up questions how do you sell your portfolio as a Lead Level Designer? Most of these answers are for beginners, but I actually do struggle with a Lead portfolio 😩

  • @NJoint
    @NJoint 26 днів тому

    10:17 which game is being showed in the background?

    • @stevelee_gamedev
      @stevelee_gamedev  26 днів тому +1

      It's Tactical Breach Wizards :) An awesome, funny tactics game I helped Tom Francis make a lot of the levels for - here's a trailer: ua-cam.com/video/Vgz6xzsle0o/v-deo.html

  • @samo6704
    @samo6704 Місяць тому +1

    The 4th question there was a spot about don't show early work. Is that talking about the projects that are old or talking about screenshots in early development?

    • @Jimmyfraggs
      @Jimmyfraggs Місяць тому

      I took it as old work but I also wouldn’t add anything to my portfolio that wasn’t finished. But that’s just my opinion.

    • @NikitaShershakov
      @NikitaShershakov Місяць тому

      I think it’s about unfinished works. You work on a level for a couple of weeks and think it looks great, but for the industry, it’s not good enough. So it’s better to spend more time trying to make a couple more iterations to make your level even better, then playtest with different people and do a couple more iterations, and then it’s done. 😅

    • @samo6704
      @samo6704 Місяць тому

      @@Jimmyfraggs thanks for helping out

    • @samo6704
      @samo6704 Місяць тому +1

      @@NikitaShershakov yeah that dose make alot of sense

    • @stevelee_gamedev
      @stevelee_gamedev  Місяць тому +3

      I agree with JimmyFraggs - I think Jason was talking about old work, but I also don't recommend showing unfinished projects. Whenever I see them, I usually think, "why haven't you finished it?", and "it's a shame that unfinished work is some of the best you have to show..."