Trying Your Hand at Level Design? 382
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."
I'm not a game programmer (Score:5, Insightful)
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.
Re:I'm not a game programmer (Score:3, Insightful)
I work as a level designer for a game developer in europe, and it is anything but fun and games.. working on games. That illusion is quick to fade.
But then again, it is a good job. The hours are really really long, but it's creative.
Re:I'm not a game programmer (Score:3, Insightful)
Forget it.
The gaming industry stinks as a place to work.
Why? The companies can't make much money at it. The value just isn't there to the consumer.
Computer Gaming software is amongst the most complex software out there. It always pushes the limits of the hardware and requires near artificial intelligence coupled with the complexity
Re:I'm not a game programmer (Score:2)
Explains the $17 billion in annual revenues.
"Oh, we just can't make any money!!"
"Sure thing boss. You could sell that fuckin' chair and put four people through college."
Re:I'm not a game programmer (Score:2, Insightful)
Sure, a lot, hell, most of these games have monthly fees, which is where the lion's share of their income comes from. But they also have costs beyond the programmers. How many servers has EQ added since it launched? How much hardware
Re:I'm not a game programmer (Score:3, Insightful)
Re:I'm not a game programmer (Score:3, Insightful)
That's a myth. It worked for Everquest and a few other games, but the bottom line is that people don't want to buy a $50 game and then pay monthly fees to keep playing. And even if they do for one game, it's not something they'll do for every or even most games they buy.
Re:I'm not a game programmer (Score:5, Interesting)
Sure, you get to fuck a lot of really hot women, but you have to work long (no pun intended) hours under adverse conditions, and if you fail just once you might never get another job in that business.
I don't think that most of us would expect the video game business to be well, all fun and games, we expect that like most jobs there will be aspects to it that supremely suck ass.
People who want to work in that business have a pretty good idea of what to expect. Though I'll concede that reality can be even more harsh than what they expect.
LK
Re:I'm not a game programmer (Score:5, Interesting)
You get a lot of idealistic kids coming out of high school/college thinking they want to write video games because they like to play them, which is about as stupid a conclusion as you can draw. Nevermind most game production houses are really small, hire maybe one or two people a year, and when they do you've gotta be a guru. Christ, you practically need a master's degree in mathematics to mess with the 3d engines these days. Besides, in 5 years, they'll probably replace all the programmers with people in India.
Re:I'm not a game programmer (Score:5, Insightful)
I too am a career programmer, but I work in research in academia. My life is the complete opposite of his workwise. I actually have much more personal time to play games or whatever I want to do in my free time. I can take off when I like (within reason), while he has to schedule every second off up till the next milestone.
If you'd really like to show your stuff as a level designer, games a la quake and a la civilization have MUCH larger audiences than ones like Neverwinter nights. If you're really serious, you'll build some of each however. I think over a year/year and a half of building you could get 5 or 6 hits in various realms, and have a further 10 or so failures that show something good in them.
Re:I'm not a game programmer (Score:5, Insightful)
Translation: you had better be fscking INCREDIBLE and even then, be prepared to be an intern and move across the country or to a different country (say, Canada) to do so...and you'd better be able to do more than just edit levels. You'd better be a god.
I'd take the Vanagon, find the best programmers you can and start your own studio. The odds are worse than PowerBall, but they're more in your favor than competing with a million people for one of ten jobs.
Re:I'm not a game programmer (Score:5, Interesting)
Mod this redundant. (Score:3, Interesting)
You've got it backwards (Score:3, Insightful)
That's like say, oh, it would be fun to be a writer, because they travel and drink whiskey.
Making games is damn hard work, and frequently frustrating, and frequently physically damaging, a frequently made unpleasant by dinks in suits.
If you want a job in the game industry, make sure it's because you damn-well *love* making games.
If you don't, then it will end up being "Office Space" with nerf-guns.
We do this job because th
Re:I'm not a game programmer (Score:2, Interesting)
Re:I'm not a game programmer (Score:3, Informative)
You're right to a degree, but even CAD work can have elements of design to it that aren't just about measuring the space. Games tend to deal in units equivalent to the height of the standard player character
Valve Hammer Editor (Score:5, Informative)
However, being an excellent architect is never easy:)
Re:Valve Hammer Editor (Score:4, Informative)
To enlighten you further, Valve Hammer Editor a.k.a. Worldcraft is very versatile, and like plams said its backed up a thousand times over, with places like the Valve-ERC Collective [valve-erc.com]. It's a very excellent Valve mapping/editing resource.
The latest version of the Valve Hammer Editor is 3.4 and can be found here [valve-erc.com].
Re:Valve Hammer Editor (Score:2, Insightful)
If you're seriously about leveldesign: remember, rome wasn't build in one day!! I'm talking from my own experience
Re:Valve Hammer Editor (Score:2, Interesting)
Seriously, Valve has promised to make the migration from HL1 to HL2 as painless as possible. I guess that means some kind of backward compatibility in the HL2 editor.
Before you start (Score:5, Insightful)
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.
Few reccomendations (Score:5, Informative)
Get a portfolio (Score:2)
Re: UED... 50% match (Score:4, Informative)
In depth? Extremely.
Impressive? Well, maybe Intimidating is a more appropriate word, but sure.
Fun? Depends on how much of a sadist you are. It can be fun, but it can also be a lot of friggin work.
Easy? HAHAHAHAHAHAHAHAAAAAHAAAaaaaaaaahhhh... good one!
Ok seriously now though. UED is a pretty damned fine level editor if I may say so. Powerful as all hell, but its not exactly idiot proof. Its not impossible either. I managed to learn the ins and outs of UED (and to a lesser extent, the Unreal engine) just by reading tutorials, dissecting other peoples maps, and screwwing around... but it took a while. Months really. Even after three years of occasionally booting up UED, i'm still learning new things. Though to be fair, a lot of it is stuff that changed from UT99 to UT03 (haven't had the urge to map as much for the new game
But hey, if people really want to learn, there isn't much stopping them. Most people just dive right in. You'll probably be frustrated and attempt to quit (repeatedly
Re: UED... 50% match (Score:4, Informative)
On a somewhat related note, if you pre-order the special edition of UT2K4 you'll get the VTMs on a DVD.
as to what they found the easiest (Score:5, Informative)
The Cube Engine [cubeengine.com] allows you to edit maps right in the game on the fly. There is also a cooperative edit mode, try and beat that
Re:as to what they found the easiest (Score:5, Informative)
Re:as to what they found the easiest (Score:2)
Re:as to what they found the easiest (Score:2, Interesting)
However, its a very different engine, and as such the mapping is very different from how most modern games do it.
Its actually styled a lot more like how the original Doom worked. It uses height fields, so you cant really construct things like shelves, or bridges.
That said, its still a LOT of fun to play with for its relative ease. Good engine to get started with, to at least get a hang of spacial design. Afterwords, try out some
Re:as to what they found the easiest (Score:4, Informative)
If you haven't already tried far cry (single player demo), I suggest you read Boomtown's review [boomtown.net], and download it [boomtown.net] - no time to waste! Hurry!
You have ti check this out! (Score:3, Informative)
Easy? Intuitve? Powerful? (Score:5, Insightful)
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
Re:Easy? Intuitve? Powerful? (Score:2, Funny)
Re:Easy? Intuitve? Powerful? (Score:2)
Balance is overrated! (Score:2)
Rather than focus on balance, game designers should focus on the fun factor.
Look at D&D, the longest running RPG of them all: not balanced. Bards are wimps and Clerics are boss. Multiplayer Neverwinter Nights is great anyway, because its not a competition for dominance, its an endeavor for fun.
Re:Balance is overrated! (Score:2)
Re:Easy? Intuitve? Powerful? (Score:3, Insightful)
Most games nowadays have finalized editors before they even start. Having an engine and tools developed during a game's development is the exception, not the rule, and it's usually done by financially
Re:Easy? Intuitve? Powerful? (Score:2)
-L
Textures? (Score:3, Insightful)
Re:Textures? (Score:3, Interesting)
give the illusion of texture.
You might also ask why do they call it 3D when in reality it is a two dimensional image
giving the illusion of 3D.
Depends on your tastes (Score:2, Informative)
I'm curious... (Score:5, Interesting)
(I don't mean this as a flame; I'm just curious.)
Re:I'm curious... (Score:5, Insightful)
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.
Re:I'm curious... (Score:2, Insightful)
Perhaps I'm rea
Re:I'm curious... (Score:3, Insightful)
Not to flame either, but I think his career will be shortlived. The personality type that would succeed would have started messing with at least one editor before throwing the question out there. I think this is a case of him hearing someone say that the way into the gaming industry is to do level design. His first criteria was for a tool that was easy to use. Instead of diving into the tool
Try a game you like that popular. (Score:2)
Its amazing how many people start out making mods, or levels for games can turn that into a job. Lots of people are recruiting for mod help, try to see if you can assist in making a level or 2.
BTW, The havok engine seems to be getting lots of attention, and Havok2 should be on par with the Halflife2 engine. Might check into that, and get a leg up on skill. Seems most games come wi
Re:Try a game you like that popular. (Score:2)
Re:Try a game you like that popular. (Score:2)
Re: Umm... howbout "no", Scott. (Score:2)
Havok [havok.com] is the physics engine behind Half-Life 2. And Dues Ex 2, Freelancer, Max Payne 2, Thief 3... you get the picture.
The actual game/rendering engine behind Half-Life 2 is called "Source", and it was made completely in house at Valve. You can't play with it yet though, not until Valve releases the SDK anyways (which is supposed to be "soon", which, knowing Valve, means 6-8 months). Well, that is assuming Valve isn't "hax0rd" again. *Groan*
Experience with gameplay (Score:3, Offtopic)
This is not something you will get from getting a couple of tools that are easy to use, but from your own mind. That mind must also be able to adjust itself to the new tools, i.e. going from the worldcraft to new Radiant, and that will only be done if you have the time to do it.
The two biggest are Q3A and UT, check out the dev tools for them, they are equally good, just choose the one that suits you. If you want to dev for linux then you can get a very good start with GtkRadiant (the Q3A tool), but UnrealEd is very good as well alas only with windows support.
I agree with this (Score:4, Insightful)
Most of the really good things that define a highly playable mod from a 'cool, lets try something else' one are in the basic mechanics of the game.
Where are the weapons and are they appropriate for the playspace? Do they work well for a few players? Lots of players?
What about the playspace itself? Does one side have a clear advantage? How about a particular path? Many of the classic levels avoid dead end ways making it tough for players to just sit and wait for others to show.
For games like capture the flag, where is the balance of power? Is it possible for a team to cover all their bases without being forced to venture off for new weapons/ammo?
Visuals have never been as important as play mechanics are, but they do play an important part. A dark spot or interesting texture placed just so, might allow a player to hide for a bit, or clash horribly with the target, making for either a sneaky element of challenge and tension, or a frustrating experience...
Spawn points should be in areas where players have a fighting chance at actually spawning without being camped too often. Best ones are those where the player forms near the action while campers always are watching their back.
All of this is specific to Q3A --hey, I still play the game because it is well balanced and interactive, but other games have similar issues. The parent is right, you gotta play.
If it were me, fun first, beauty later, but that's just me.
Having played Q3A a lot, I have been thinking about this too. Be sure to check out other mods and play them. You will get a great sense of what you want to do. --Then do it!
Unreal Tournament (Score:3, Informative)
Re:Unreal Tournament (Score:2, Interesting)
I've talked to a number of 'pros' in the business and all of them have said the you need to learn to use UnrealEd (the level editor that comes with win copies of Unreal). Apparently that is the number one level design app being used by theses houses.
I went out and bought an athlon box just for this cause there isn't an UnrealEd osX port.. and I need the practice..
Learn more than one thing (Score:5, Insightful)
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
Re:Learn more than one thing (Score:2, Interesting)
That said, I agree with the parent, and having had some experience myself, I can assure you that a level designer who understands art or architecture would be a great plus, although most companies employ texture artists seperately to level designers.
Again, familiarise yourself with as many engines as possible, not just the ones that are easy to use, since the de
Torque Engine (Score:3, Interesting)
I say this not because it is the most advanced engine out there, but because I have actually done work on games and not mods. A few of my maps will actually be released in the wrapped version of the independent games I have worked on. That is a cool feeling.
By working with the torque engine on an indie game, I also get to work with the engine developers to add needed features.
As far as the tools used to create the maps, QuArk [usm.edu] is used to create buildings (that same site [usm.edu] has more information) and an in-game map editor.
Personality and dreams (Score:2, Informative)
You should be looking something suitable for you not other people. Everyone likes how things work differently. Also go take a look at Gamasutra [gamasutra.com] for some good reading.
Personally, try out Valve Hammer Editor [valve-erc.com] and QuArK. [planetquake.com] They are standards that can be used for many games.
how to procede (Score:5, Funny)
2: say there your own
3: get job
4: Stab manager in back, get his job
5: golf with the producers backers
6: back stab producer
7: get backer for YOU game
8: SHip it when it's half done, retire.
I figure about 8 month worth of work.
Or conversely.... (Score:5, Funny)
2: Design kick-ass games after hours.
3: Get your work stolen by your sneaky co-worker.
4: Beat the Master Control Program for domination of your codez.
5: Become the newest exec (you even get your own helicopter!)
"Greetings Programs!"
Shmooze son, (Score:2)
I know more people that got there dream job by getting in touch with people who work at the company.
Variety (Score:2)
Try to familiarize yourself with a variety of editors and game engines from the beginning. I had used only UnrealEd for several years, and when I finally tried the Quake 3 editor, everything felt so different that I gave up on it pretty quickly. Also, make sure you know how to do all that "advanced" stuff I never bothered to learn: make textures, write scripts, import 3D models from other programs like Maya, set up sounds, atmospheric effects like fog, etc.
And if you're new to the Unreal Editor, the Unr [levels4you.com]
Level design is for conformists. (Score:3, Funny)
You're better off with a well-rounded CS education (Score:3, Interesting)
I'd like to add that it depends on what game you like to play what level design tools you should use. I like NWN, so I use the Aurora Engine, even if the Quake Mod tools are better or easier to use. Good level design means you have to understand what makes the game fun. I could never design a good Quake mod because I don't like Quake.
So, for level design my advice is: pick a couple of games you like and see how the tools for those games are. If they are not too daunting, jump in. It'll take a couple of weeks to get familiar with ANY tool, but there are usually good forums that'll help you along.
Re:You're better off with a well-rounded CS educat (Score:2)
Yeah, if you can map, mod, camp, and speak t3h l33t, you'll have a sure winner.
A friend.. (Score:2)
I used qoole in quake 1 and quake 2, and I found it extremely easy to put together 3d designs very quickly, and wasted many many hours of my time; qoole, as far as I'm aware, still exists, and is still free, so if you have a copy of
Get down and dirty.... (Score:3, Funny)
I suggest you get down and dirty with the game, and use a hex editor to write your level files!
Really! It's not so hard, (after all, there's only 16 possible combinations in hex, and English has 26 in the alphabet!)
Just open a file or two in a good hex editor, and start tweaking. I'm sure it'll "come to you" after a bit of experience...
Not even the developers do that (Score:2)
Why waste time hacking a file format? You know, one hex edit and you can screw up an entire file...suppose that particular byte is part of a run-length indicator? Load and crash, as the entire rest of the level is shfted even one byte left or right.
Hex editing is a good skill to have, but don't try to learn level editing with a hex editor unless you're trying to edit Chip's Challenge...
Re:Not even the developers do that (Score:2)
Why waste time hacking a file format? You know, one hex edit and you can screw up an entire file...suppose that particular byte is part of a run-length indicator? Load and crash, as the entire rest of the level is shfted even one byte left or right.
What I find more amazing than the fact that you responded seriously is the fact that you thought I was serious.
Re:Not even the developers do that (Score:2)
You can't be too careful on
...or maybe I was joking too? (*embarrasingly attempts to get away with it*)
Level Design as outlet for a programming degree? (Score:3, Insightful)
You should read one of Chris Crawford's books (Score:5, Informative)
You should also take a look at some of his old game design articles in Next Gen magazine. He had one article on level design in Doom that was quite unique.
Secondly, from a tricks/tools perspective, gamedev.net or xgames3d.com are your best bet.
Chris Crawford - useful links (Score:5, Informative)
and "The Art of Computer Game Design" here [wsu.edu]
and the related Game Design Wiki [ludism.org]
Good luck! -Joel
Well, IANALD (Score:2)
Do this by getting your map into the rotation a popular online game server.
I think Desert Combat would be just the game to make a map for.
If you make maps for the top ten games listed on t
Cube (Score:2, Interesting)
The project is free and hosted here, screenshots are right on the front page.
http://wouter.fov120.com/cube/
The actual editor works in-game, and while playing the game in single player mode, you can press E to switch to editing mode. The README explai
Quake engine (Score:2, Informative)
Im eagerly awaiting the HL2 level design tool, with the SDK, in whatever form it takes when it's released. I have to make a ton of levels for our mod (Junkyard Corps, see sig) when it comes out.
Some people say the Unreal engine is better for level making. Rathe
Storyteller first, level designer second (Score:3, Insightful)
Not necessarily! (Score:2)
Its many flaws aside, Shadowbane is a good example of an RPG style MMPORG that does not use story as its main device; instead, it uses guild vs guild
Technology is secondary to artistic ability (Score:4, Interesting)
The most important things are a quality filter so we can leave you alone and have you produce good work, ability to come up with a working layout (this is fundamental and oft underestimated), a decent technical understanding and in our case, a love for multiplayer gaming.
Having experience shipping finished maps implies very good things about your ability to manage your own time, and your ability to finish what you start. That's a pretty rare trait. Extra bonus points if youur work gets played. (Probably means it's part of a pack or a mod.)
It also falls into the "nice work if you can get it" category, as mapping careers are relatively tough to find. I don't know of any other companies in Canada who are asking for the same technology experience that Threewave is. Digital Extremes comes close.
Neverwinter Nights has huge custom community (Score:2)
There are thousands of modules made by fans already,
Start with the basics or dive right in... (Score:3, Insightful)
But for learning the basics about the different aspects of level design you might want to try your hand at something simpler. Try finding "old" games like Doom or Warcraft2 (I think there was an editor for that?) and try your skills at designing levels that are only two dimensional. Believe me, there's a lot that can go wrong even without the extra options available in the 3D editors.
I know it may sound like a waste of time, but it will give you a few good experiences, I think. Due to the simplicity of e.g. Doom's level structure you can spend a lot of time working on the small details like how to align two platforms so a player just barely can (or, if you're wicked, can't) move from one to the other. You can experiment with how to let the player use different objects/walls/etc as cover when shooting large monsters and so on.
One of the other posts mentioned that you would undoubtedly be forced to learn to adjust to using new/different tools that what you're used to so another benefit of "working your way up" from the old games is that you will eventually have to move on to new tools. Make sure you focus on learning the fundamental parts of what level editing is rather than memorizing the exact functionalities of a single level editor.
Oh, and after having made levels for 2D games you'll definitely appreciate 3D editors and the freedom they give you.
A last piece of advice is to try and come up with something original instead of "yet another multiplayer map". Some years ago me and a friend designed a series of "Quake Hinderbahn" levels. It's basically an idea we got for a LAN party where we wanted to host a different kind of competition - and we made an obstacle course and had people record demos of their fastest runs.
I learned a LOT about how Quake works from that.
Good luck with it.
Level Editors... (Score:5, Informative)
Well, I guess the easiest, most obvious level editing suite out there (in the realm of FPS games anyway) is Valve's Hammer. It's quite scary just how easy it is to make levels with that util. Upon starting it I was able to figure out pretty much all of the basic features just by looking at the buttons. That's quite an accomplishment, if you ask me. The whole way the editor is layed out, and the process you use to design a level in the editor are both painless and relatively easy. If you're looking for a place to start, and games like TFC, CS, and NS are your forte, might as well start here. I think the only problems you may run into are in the setup options, and true to its oldschool roots, getting down and compiling a map, then tweaking that, can get pretty gritty.
The only other editor I've logged any sort of time on was the unrealed that shipped with UT2003. I missed the whole UT generation, so I can't vouch for the older unrealed, I'd assume it's basically the same. However, after coming from Hammer, learning unrealed is a real pain. The interface is kind of counter-intuitive and the whole logic behind building levels is completely the opposite. It's quite weird. Once you get into the unreal mindset though, creating a level isn't hard at all, it's just that initial hill that you need to climb over. Well that, and unrealed is insanely buggy. I cannot tell you how many times I've lost work due to unexpected quits or fatal errors that seem to make no sense. I guess as it is with every program, save early and save often. This is the editor I eventually found most technically impressive. After learning something new about the editor, or pouring after technical docs and taking a stab at it myself, I am still wowed when I get a new effect (be it graphical or gameplay) working.
Now note I have not logged any significant hours with these editors (read: I have not produced any well known or well thought of maps) as to know the individual quirks and the nuances of each editor. However I can offer the complete newbie's look into it, which I guess is better than nothing. If anything, I say that the Half-Life community has more tutorials and help geared toward my audience than the unreal community, as finding good and easily digestible information is hard. Epic seems to be trying to remedy this with their opening of Unreal Uni, or whatever it is they are doing, which offers video tutorials and forums for developers. (A good thing, but I'm fearing the mod potential is going to waste in these days counting closer to HL2, with potential developers looking for the next big thing rather than weighing the assets of what's out there- which is hard to do for something not quite released)
As for most things tech, I guess slogging through it and exploring is probably the best way to learn either of these.
I guess on the RTS front, nothing is easier than Blizzard's warcraft 3 map editor. The thing is incredibly simple to use, though not quite as intuitive to the newbie's eye as hammer. I was able to get up and building levels (after finding I was unable to figure the tools out myself I went to the documentation) in about 10 minutes after reading the rather friendly documentation that comes with the toolset. I guess the thing is that the tools take 10 seconds to learn, but to master them and build a balanced and fun map, will probably take you a life time. (not to mention a keen understanding of the game.) The tools are fun to use, and going from the editor to a game to a multiplayer match you're testing with friends is quite easy and gratifying.
Neverwinter Nights, I found, was rather easy. Scripting seemed to get kind of nightmarish quick, but I quickly lost interest with building with those grossly simplified tools. I guess the real challenge was figuring out a way to make and import your own tilesets, but in the beginning when I had just spent 50 and tax on the game, it was a disappointment for it to have such poor mod support right off the bat.
I have heard good th
Check Out Jedi Knight (Score:2, Informative)
Game Editors (Score:3, Informative)
Back around Feb 2003 I started an online module called Mandrake that went well over 90+ areas when I decided to move on. I had a good base of players too, not near as much as some places but a good base. Since then I've worked on about 4 other module designs of my own including an arena one for the PVP section.
I'd say the scripting language and the flexability to created hundreds of possible paths for a module are it's greatest power over all the other editors out there. It's also relativly easy to use, the only thing is you don't get a nice print bound manual for the scripting though the script editor in there has a nice help reference side bar. It's also really nice to be able to script in counter measures for cheaters.
I'm not sure I'd ever want to do this professionally though. Seems it would make a better hobby then a job but thats my opinion.
Pencil and Paper (Score:5, Insightful)
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.
Knowing what you're getting yourself into (Score:3, Interesting)
well.... (Score:5, Informative)
Speaking as a player, I'd encourage you to seek out any competitive communities built around the game(s) you're interested in designing for. While Neverwinter Nights is a cool enough game, I'd also reccomend you check out getting some experience with the "Quake-related" FPS games.
One of the tools that's used to create maps for several game is Radiant [qeradiant.com] (supported on both Linux and Windows) and supports a bunch of games. Mappers familiar with Quake3 were able to transfer that knowledge to RtCW when it came out, and in turn that was transferrable to ET. Plugins for other games (Half Life, Soldier of Fortune, and some others I'm blanking on) is also available.
Couple that with experience working with 3DSmax (or gmax [discreet.com] if you're on a budget) creating models, and you should be good to go.
If you're also looking for ideas on what to make maps of, I'd suggest trolling around and seeing if you can find a competitive community for the games you're interested in designing for. Stuff like Half-Life and its mods (most notably Counter Strike), Quake3/RtCW/ET, and the MOHAA/CoD stuff are going to be hot ticket items right now. Organizations like The Team Warfare League [teamwarfare.com] or the Cyber Athlete League [caleague.com] might be worth a look to get an idea of how people are using the games and what kind of maps and what features they'd benefit from.
Looking to the future, everyone's pointing at stuff like Doom3 and Half-Life2 (obviously). But it might be worth taking a look at games like Far Cry and Painkiller as possible sleeper hits coming up on the horizon.
Good luck in your efforts. :)
be careful (Score:3, Interesting)
Slightly off topic but... (Score:2)
If you do go on to build levels, please don't forget the story. It is one of the reasons I loved Starcraft so much. Warcraft III on the other hand has a horrible and boring story line, and as a result, I haven't the desire to finish the single player c
Game Design Books (Score:3, Informative)
UT2k3 (Score:3, Insightful)
Not that UT runs on Linux and Windows alike, the editors though only on Windows.
If you want to get into FPS level editing this is absolutely the first choice.
Note that there are other games and other genres using the same engine.
Build your strengths, then show them (Score:3, Insightful)
Assuming that you want to lay out levels, then study architecture. You want to be able to make things that look real, atmospheric, and cool. A good exercise is to find a dynamic and interesting space in real life and model it as precisely as you can in a game engine. This will give you a feel for the level of detail needed to build a truly immersive level.
Also, don't limit yourself to one tool or even one game. Some of the more full-featured and late-generation editors have a huge amount of crutches that you can easily get dependent on. Make an RPG dungeon and an RPG city. Make several RTS maps (these are great for gaining a macro-level understanding of balance and flow) for single-player and multi-player games. And, of course, make a lot of FPS maps. Even a dippy little fragfest map can show off your talents if you put a lot of work into it.
Finally, be aware of industry trends. For instance, single-player FPS campaigns are starting to veer away from the strictly-linear style of the genre's forerunners (look at MOHAA for an example of why... the levels are very stale and scripted). Play, play, play. And take lots of notes.
Just try it (Score:2, Insightful)
Games like neverwinter nights are a whole diferent kettle of fish, but it does require one thing in common.
You need to have a decent artistic and creatave ability, you need to decide what looks good, what doesn't look good, and you also may need for many games a passion for the mind-numbingly boring.... once youve aligned one texture, the next
Not an easy job to get... (Score:2, Interesting)
On that note... if you actually like to play video games consider a different industry. I used to enjoy games on my own
UnreadEd Project (Score:2, Interesting)
This was our first experience with level 'design'. We were simply modelling a section of our school; it was a challenge to keep things acurate. We barely scratched the surface of UnrealEd and it was a humbling experience. UnrealEd has it's fair share of bugs, hopefully most will be gone in UT2K4. I have a newfound respect for level designers. The tools have come a long way since I played with level design in Duke Nuke'm
I woudln't be getting my hopes up for a job (Score:3, Informative)
Another issue is job security, you have to make your own, but then again pretty much in every job today you have some degree of doing that. However, even if you have made your job security there is nothing that can protect you from being laid off when you finish the game your working on(ie Ritual employees after Elite Force 2). Those people were quickly hired by others but I don't know if you want to be moving around so much.
So to wrap things up, you better be good at what you do, you better have a contact in the industry, or hope someone recognizes you. Lastly, your going to always run the risk of being let go and have to move somewhere else.
As a professional level designer... (Score:3, Insightful)
But, you will also work with really cool, creative people. You will get to do something you (hopefully) love to do. You will get to create games. If this small paragraph sounds better than the larger, first paragraph, then by all means, pursue a career in the game industry.
So... the nutshell I can come up with at 4:45 in the morning (yes, I've been working since yesterday morning).
Get a day job first. It's a different path for everyone, but odds are you won't break into the industry anytime soon (it took me a couple years). You might be able to get in as a tester or intern, but it's almost as hard to make the jump to the dev side as it is to just break in.
Grab the whatever latest version of Unreal2KX XMP Super Mega Championship Edition is out. Epic has done a good job of marketing their engine and tools to devs, and a lot of places have picked up the Unreal engine and it's editor, UnrealEd. This can give you a slight advantage just because being familiar with the tools can be a big selling point to some companies.
Next, learn how to use it. Not just part of it, all of it. How to make and import textures. How to make and import meshes. How to make and import sounds. Even learn the basics of unreal script. You may not be actually creating art assets/code in the position, but as level designer you are where 'the tires hit the road'. Everything has to come through you at some point to go into the level so you have to understand everything that is going on behind the scenes.
Make a few multiplayer maps of whatever flavor you want. Focus on a few key areas:
1. Look and feel. No BSP holes. No meshes intersecting each other at weird angles. Everything lines up. There is a good sense of 'space'. Lighting is good and reflects the mood appropriately but isn't overboard. Textures are aligned properly.
2. Wiring. Doors open and close when they are supposed to. Switches work the 'right' way. Events happen when they are supposed to. Areas are zoned or antiportaled correctly.
3. Gameplay. For learning, I put this last at this point. These maps your learning how to use the editor and trying to make them look as good as possible. In general, in gameplay the player shouldn't get lost or stuck anywhere. The next area to explore should be obvious. Paths are clearly marked. Framerate is good at all places in the level.
Now, you need to make some single player experiences. You probably won't get a job making multiplayer maps (I've never made one professionally) so you need to be able to create good single player experiences. This is the hard part (learning the tech just enables you, this is the actual work!). Even moreso than understanding the technology, you have to understand the game you are making and understand the game design.
To learn how to create good single player experiences, don't just play other games, analyze them. Watch how they create tempo and how the flow of the level works. When is the player challenged? How often? When is the player rewarded? How often? What types of challenges are present? How difficult is the game? Why were certain game and level design decisions made for that game? How would the level design be different if the character could jump twice as far? Shoot twice as fast? Once you start playing games with these sorts of questions in mind, you'll start to have a better understanding of what it takes to create a level. It will take awhile, as long or longer than it takes to learn all the tools. I'm still learning and I've been making levels since Q2 days.
Good luck.
A tip (Score:4, Funny)
Three rules (Score:3, Funny)
2) at least one tunnel
3) pop up some fruit, or keys from time to time
Re:level design (Score:2)
You select the door, and then select the waypoint or other door you want it to go to (or type in the name you made for it). What the heck is illogical about that?
Things in NWN only get odd when you are wanting to add in all sorts of special coding for your effects, and even then it's pretty straightforward for anyone who has some exposure to coding..
Re:Games (Score:2)
but it still took 2 months to learn how tom use the editor yeah?
UED is great, very powerful and complex, but as a trool to just pick up and go for it, it has certain usablility issues, thats for sure
great fun all the same