I'm really looking forward to this. Your videos on level designed helped me to finally step outside my coding space which I've been doing for 27 years, and start to finally venture into the level design and 3D environment art space. Your knowledge in this area of game design has been incredible helpful to me in this new journey I've been on. I really look forward to more video from you. Something I'd like to request is a video sharing your perspective on making believable cities; including aspects roads, parking, roadside props, building spacing, etc. That's one point that I've been studying a lot while wandering Night City, but I thought it would be cool if someone that actually worked on it could share how they govern those things. Keep up the amazing work!
Hey Aaron, great to hear that you are making a transition and finding your passion for it! Sure I can tackle that topic, but in terms of props that falls under enviro-art but I will take some time talk about who is involved and the design process
@@LevelDesignLobby This is great to hear! Regarding props and such, I was more meaning, how you determine where to place them during level design. I worked as a coder on a project where a professional level designer was brought on to consult and one of the first things he said to the level designers was, "It appears you all have completely forgot about parking spaces. There is nowhere to park in your city." This was a fairly young team of 3 level designers, all fresh out of college and they had never worked on actual cities before. They said at their school they did construct small city blocks for some assignments, but they never did large open-world cities before. I was really blown away by how much more believable the city was once they added parking lots and street-side parking. So, I thought it would be great to see how a level designer with your skills determines how those things are to be laid out.
Thank you very much for making this video and these talks! I am not a Level Designer, but a Concept(Environment) Artist, who sometimes gets a task like to blockout a location. Videos like these are very interesting, it helps with thinking ahead while concepting. I met you at the devcom and did not know what I could ask back then (and everything was so exciting), so I just want to say thank you for sharing your experiences and knowledge!
Thank you for this video. Level Design of Cyberpunk 2077 inspires me so much in these days and I learned oodles of things and best practices from your team. And thank you for your "Lets Design" books - it helps a lot.
Even as a MP level designer I’m really looking forward to this! Single player level design is such a different beast. Have you worked on MP projects before Max? Which do you prefer?
Hey mate, yes currently working on one now and did some contract work on one back in 2021. They are very different and each poses a lot of challenges. For me, it is single-player because those are the games I tend to play. Plus I prefer telling stories which is harder and not really the focus of MP levels. Still enjoy it but for sure a change of understanding
referencing other games instead of real life seems like equivalent of an artist using other work as reference instead of source material (reality), which is frowned upon
Hahaha okay, you clearly did not watch the whole talk as I reference real life in the containers for residential spaces. Just remember it is easier to sit here and post on others' work instead of doing your own
@@LevelDesignLobby I was just echoing what I've been told over and over. I think the risk in using other games as reference is replicating stuff that isn't grounded. We all get inspired by stuff and wanna include deviations of it in our work though - and that's fine. Suppose as long as one keeps 'reference' and 'inspiration' separate.
Became a level designer about a half year ago. Your vids are so precious and are making gathering experience so better and easier. Gj
Thank you for your kind words and really happy they can help! Good luck with your career and always be learning
I'm really looking forward to this. Your videos on level designed helped me to finally step outside my coding space which I've been doing for 27 years, and start to finally venture into the level design and 3D environment art space. Your knowledge in this area of game design has been incredible helpful to me in this new journey I've been on. I really look forward to more video from you. Something I'd like to request is a video sharing your perspective on making believable cities; including aspects roads, parking, roadside props, building spacing, etc. That's one point that I've been studying a lot while wandering Night City, but I thought it would be cool if someone that actually worked on it could share how they govern those things.
Keep up the amazing work!
Hey Aaron, great to hear that you are making a transition and finding your passion for it! Sure I can tackle that topic, but in terms of props that falls under enviro-art but I will take some time talk about who is involved and the design process
@@LevelDesignLobby This is great to hear! Regarding props and such, I was more meaning, how you determine where to place them during level design. I worked as a coder on a project where a professional level designer was brought on to consult and one of the first things he said to the level designers was, "It appears you all have completely forgot about parking spaces. There is nowhere to park in your city." This was a fairly young team of 3 level designers, all fresh out of college and they had never worked on actual cities before. They said at their school they did construct small city blocks for some assignments, but they never did large open-world cities before. I was really blown away by how much more believable the city was once they added parking lots and street-side parking. So, I thought it would be great to see how a level designer with your skills determines how those things are to be laid out.
Thank you very much for making this video and these talks! I am not a Level Designer, but a Concept(Environment) Artist, who sometimes gets a task like to blockout a location. Videos like these are very interesting, it helps with thinking ahead while concepting. I met you at the devcom and did not know what I could ask back then (and everything was so exciting), so I just want to say thank you for sharing your experiences and knowledge!
Thank you for this video. Level Design of Cyberpunk 2077 inspires me so much in these days and I learned oodles of things and best practices from your team. And thank you for your "Lets Design" books - it helps a lot.
As a student focusing on level and game design, thanks for the really insightful info!
Good luck with your studies and hopefully this provides some useful insight
Amazing video
Oh, that's gonna be a good one. I'm a level designer and I always like seeing other designer's creative process
I hope ti is haha, the talk seemed to go down well at the 2 conferences I presented at, so fingers crossed you will find it useful
Even as a MP level designer I’m really looking forward to this! Single player level design is such a different beast. Have you worked on MP projects before Max? Which do you prefer?
Hey mate, yes currently working on one now and did some contract work on one back in 2021. They are very different and each poses a lot of challenges. For me, it is single-player because those are the games I tend to play. Plus I prefer telling stories which is harder and not really the focus of MP levels. Still enjoy it but for sure a change of understanding
referencing other games instead of real life seems like equivalent of an artist using other work as reference instead of source material (reality), which is frowned upon
Hahaha okay, you clearly did not watch the whole talk as I reference real life in the containers for residential spaces. Just remember it is easier to sit here and post on others' work instead of doing your own
@@LevelDesignLobby I was just echoing what I've been told over and over. I think the risk in using other games as reference is replicating stuff that isn't grounded. We all get inspired by stuff and wanna include deviations of it in our work though - and that's fine. Suppose as long as one keeps 'reference' and 'inspiration' separate.
@@Grumbledookvid these rules are generally for noobs and not for artists who know what they doing