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Steve Lee (Level and Game Design)
United Kingdom
Приєднався 28 жов 2006
Teaching level and game design, 16 years in AAA and indie. Worked on stuff including Dishonored 2, Bioshock Infinite, Alba: A Wildlife Adventure, now Tactical Breach Wizards.
If you like what I'm making, please consider helping me make more (and join our Discord community!) by supporting the Patreon: www.patreon.com/stevelee_gamedev
Cheers!
- Steve
If you like what I'm making, please consider helping me make more (and join our Discord community!) by supporting the Patreon: www.patreon.com/stevelee_gamedev
Cheers!
- Steve
Great portfolio advice from 6 lead level designers
Patreon: www.patreon.com/stevelee_gamedev
Discord server: discord.gg/geFkdZW5vp
All of us on Twitter:
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
Discord server: discord.gg/geFkdZW5vp
All of us on Twitter:
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
Переглядів: 3 595
Відео
Building a level and exploring the design (Doom level Part 2)
Переглядів 3,7 тис.2 місяці тому
Part 1 of this series: ua-cam.com/video/dVDPC7El1Ak/v-deo.html Download and play my Doom level on Itch: itch.io/jam/ld-jam-6/rate/2318102 How to start making Doom levels in 5 minutes: ua-cam.com/video/kTIcBnP5sx8/v-deo.html The Skateboard approach in more detail: ua-cam.com/video/uuCMeH7a_Es/v-deo.html Patreon: www.patreon.com/stevelee_gamedev Discord server: discord.gg/geFkdZW5vp Twitter: twit...
Why Streets of Rage's final level is such a banger
Переглядів 1,2 тис.3 місяці тому
Patreon: www.patreon.com/stevelee_gamedev Discord server: discord.gg/geFkdZW5vp Twitter: essell2 #leveldesign #streetsofrage #gamedev #punchingpeopleintheface
Watch me design a Doom level - Part 1 (planning and layout sketch)
Переглядів 5 тис.4 місяці тому
Part 2 of this series: ua-cam.com/video/Y0u2-cNpZKM/v-deo.html Download and play this level: doublefunction.itch.io/icon-of-doom More about Level Design Jam 6: itch.io/jam/ld-jam-6 The text editor I use in the video is Notepad : notepad-plus-plus.org Patreon: www.patreon.com/stevelee_gamedev Discord server: discord.gg/geFkdZW5vp 00:00 - Intro 01:06 - Exploring my Goals, Elements and types of Co...
10 games that inspired me as a designer
Переглядів 4,4 тис.6 місяців тому
Patreon: www.patreon.com/stevelee_gamedev Discord server: discord.gg/geFkdZW5vp Twitter: essell2 0:00 - Intro 0:48 - Doom 2 2:01 - The Citadel of Chaos 4:38 - Sim City 7:47 - Virtua Racing 9:53 - Half Life 2 10:50 - Dishonored 13:27 - Silent Hill 2 15:59 - The Last Express 17:34 - Metal Gear Solid 21:03 - Ikaruga 22:20 - Dat dog ending #gamedesign #games #top10
How to start making Doom levels in 5 minutes (setting up Doom Builder)
Переглядів 4,2 тис.8 місяців тому
Watch me make a Doom level - Part 1 (planning): ua-cam.com/video/dVDPC7El1Ak/v-deo.html Watch me make a Doom level - Part 2 (building): ua-cam.com/video/Y0u2-cNpZKM/v-deo.html Patreon: www.patreon.com/stevelee_gamedev Discord server: discord.gg/geFkdZW5vp Twitter: essell2 00:00 - Intro 00:31 - Downloading Doom Builder and GZDoom 01:37 - Creating a new Doom 2 map 02:16 - Making the r...
Dishonored 2 level designer critiques Dishonored 1 level
Переглядів 8 тис.9 місяців тому
Patreon: www.patreon.com/stevelee_gamedev Discord server: discord.gg/geFkdZW5vp Twitter: essell2 More of my Dishonored related stuff: Video - The level I made to work on Dishonored 2: ua-cam.com/video/8cEccZCPamA/v-deo.html Video - GDC talk: Holistic Level Design in Dishonored 2 and immersive sims: ua-cam.com/video/NO1lvc3ikXE/v-deo.html 00:00 - Intro 02:18 - Granny Rags 03:54 - "Ma...
9 ways to actually get game dev done on time
Переглядів 10 тис.10 місяців тому
Patreon: www.patreon.com/stevelee_gamedev Our Discord server: discord.gg/geFkdZW5vp Twitter: essell2 00:00 - Intro 00:44 - Everything takes longer than it should 01:28 - Always plan to be early 02:52 - Set targets, track your failures 04:32 - Prioritise quality over scope 06:02 - Undersell, Overdeliver 07:43 - Do things in the right order 09:10 - The difference between "done" and "d...
Pitching levels in level design docs (for LD Jam 5!)
Переглядів 3,5 тис.10 місяців тому
Our first LD doc jam starts today! Here's the jam page: itch.io/jam/ld-jam-5 Patreon: www.patreon.com/stevelee_gamedev Discord: discord.gg/geFkdZW5vp Twitter: essell2 00:00 - Intro to Jam 5 00:56 - The goals and constraints 03:43 - Things to know about LD docs 05:25 - Tips and suggestions #leveldesign #gamedev
The Unreal level I made to work on Bioshock Infinite
Переглядів 11 тис.11 місяців тому
Patreon: www.patreon.com/stevelee_gamedev Discord server: discord.gg/geFkdZW5vp Twitter: essell2 00:00 - Intro 01:41 - Showing as many vertical situations as I can 05:30 - How I faked the skylines 10:13 - Final set-piece - two buildings shot out of the sky 13:47 - Not a normal amount of work! 15:24 - Selling the idea of a city in the sky 17:33 - Final takeaways #leveldesign #unreal ...
The "five rooms" level design jam (LD Jam 3)
Переглядів 3,7 тис.Рік тому
Download and play all the jam entries here: itch.io/jam/ld-jam-3/entries Support our Patreon: www.patreon.com/stevelee_gamedev Join our Discord server (requires Patreon support): discord.gg/geFkdZW5vp Twitter: essell2 00:00 - Intro 00:51 - The "Five Rooms" theme 02:25 - Learnings from the postmortem 02:42 - The next jam #leveldesign #gamedev #gamejam
I asked Skyrim and Fallout devs about their favourite creations
Переглядів 3,9 тис.Рік тому
I asked Skyrim and Fallout devs about their favourite creations
How to get past the "blank canvas" in level design
Переглядів 12 тис.Рік тому
How to get past the "blank canvas" in level design
You can make Mirrors Edge levels? (LD Jam 2)
Переглядів 3,7 тис.Рік тому
You can make Mirrors Edge levels? (LD Jam 2)
8 Common Problems with Level Layouts / Blockouts
Переглядів 21 тис.Рік тому
8 Common Problems with Level Layouts / Blockouts
How to make a Portal 2 puzzle in 60 seconds
Переглядів 9 тис.Рік тому
How to make a Portal 2 puzzle in 60 seconds
The Systemic Combat level design jam (LD Jam 1)
Переглядів 3,9 тис.Рік тому
The Systemic Combat level design jam (LD Jam 1)
How Bethesda built the worlds of Skyrim and Fallout
Переглядів 9 тис.Рік тому
How Bethesda built the worlds of Skyrim and Fallout
Why "Speed Level Design" videos are so misleading
Переглядів 50 тис.Рік тому
Why "Speed Level Design" videos are so misleading
Designing the final act of my escape level (HL2 level part 3)
Переглядів 9 тис.Рік тому
Designing the final act of my escape level (HL2 level part 3)
Designing gameplay "skateboard first", and why (HL2 level part 2)
Переглядів 17 тис.Рік тому
Designing gameplay "skateboard first", and why (HL2 level part 2)
How I design levels in text first, and why (HL2 level Part 1)
Переглядів 41 тис.Рік тому
How I design levels in text first, and why (HL2 level Part 1)
Holistic Level Design in Dishonored 2 (immersive sim GDC talk)
Переглядів 14 тис.Рік тому
Holistic Level Design in Dishonored 2 (immersive sim GDC talk)
15 more level design questions to ask yourself
Переглядів 3,6 тис.2 роки тому
15 more level design questions to ask yourself
15 Questions Level Designers should ask themselves
Переглядів 6 тис.2 роки тому
15 Questions Level Designers should ask themselves
Becoming a level designer in the Wild West 90s games industry
Переглядів 1,7 тис.2 роки тому
Becoming a level designer in the Wild West 90s games industry
How Modern Warfare 2 levels were made (Call of Duty level design process)
Переглядів 4,6 тис.2 роки тому
How Modern Warfare 2 levels were made (Call of Duty level design process)
Why Making Titanfall was Hard (from 2 Respawn design leads)
Переглядів 6 тис.2 роки тому
Why Making Titanfall was Hard (from 2 Respawn design leads)
Struggling to practice level design? This is why.
Переглядів 30 тис.2 роки тому
Struggling to practice level design? This is why.
The level I made to work on Dishonored 2 at Arkane Studios
Переглядів 30 тис.2 роки тому
The level I made to work on Dishonored 2 at Arkane Studios
A great tool for level design and environment design is the Fortnite Unreal Editor, it’s a more streamlined version of UE5, meaning that you can learn how to use an industry-standard engine while creating levels or gameplay scenarios for an existing game, using a really modern and powerful tool
10:17 which game is being showed in the background?
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
I was LITERALLY about to message you on linkedin, thanks for this!
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.
Oooh I didn't know one of the D2 level designers was talking about the game on youtube!! This is awesome! Dishonored is my all time favorite series, and the second game especially is my favorite for its depth. The brilliant marriage of world building/story telling and level design is just *chef's kiss*. Here's hoping for more brilliant spaces to explore in Dishonored 3 someday! 1800's World's Fair level when? =p
Some fantastic advice about the interview stage itself, there!
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
Cheers Nick, great to hear :)
This was excellent, thank you Steve
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?
"It seems to me that a major problem is the lack of a unified platform where level designers could showcase their work similar to an art station for artists. Because if you try to search on UA-cam or ArtStation for gameplay videos with blockouts, you find very little. And people lack a visual reference of how this portfolio should look like."
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 😩
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!
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?
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.
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
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?
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.
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. 😅
@@Jimmyfraggs thanks for helping out
@@NikitaSherman yeah that dose make alot of sense
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..."
Great video ! Thanks to you and to all of the level designers who contribute to the video.
Thank you for this amazing video, Steve!
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 ^^
Thank you! This is exactly what I was looking for right now.
This is such an amazing series! Love your channel, thank you!
There is a way to fix this. Start by making Doom and Quake levels.
The Ray Bradbury story is such a touching homage in Fallout 3. I remember it so vividly that when the actual short story came up in my writing class, I could immediately recall that house in the game. More than anything it's a testament to how these large scale games are made meaningful by individuals with their own interests and life experiences. It really shows when they leave a company. Amazing interview :)
This is normal in CS. Not saying it's good, but it's normal. It could've easily been a tall fence or a brick wall.
it's 5:23 in the morning, and I'm making notes really good video, thank you for that
Great to hear, cheers! (Now sleeeeeeep)
Can i use fan games that have tools inside them to make levels? Let’s say a fan game has a level builder inside it.
One of the best tools people can use now is UEFN. It comes with a character with full locomotion, AI with built in scripting, and tons of assets to choose from. The editor is based in Unreal, which is widely used across the industry, and you can easily publish your maps and have them be fully playable. Don't discount the software because its Fortnite, its actually an amazing tool for level designers and can help people learn skills and establish styles.
game engines are just a executable controled by dynamic libraries or script in text.They come with their own editors and why did you say they can't be used for making levels?
I'm saying they aren't very good for level designers to make fully playable levels for as personal projects, because game engines don't come with an actual, specific, high quality game to make levels for. People are stuck with buying simplistic, mediocre shooter kits etc from the stores, which generally only enable you to make basic, generic levels with placeholder level content. Whereas with the level editors for games like Portal 2, Half Life 2, Left 4 Dead and Counterstrike, you can make genuinely complete, finished, fully playable, richly scripted, impressive levels, using all of the mechanics, content and tools from the real game, that are potentially as good as the levels from the real game. For level designers who want to show that they can do the real work, in genres relevent to these games that have real editors available, it's way better!
i have never played bioshock before...So in your video,the player was following the rail by just the animation control?
In my scripted gameplay video, yep - the player is just standing on an invisible platform that I've animated to make the look like they're using the skyline (including various scripted sounds and events, etc) 👍
I still remember booting up the Unreal editor and using the BSP tool just to make some levels but it was so unsatisfying because I couldn't walk around them unless I messed with some blueprints. Then I switched to Doom and Black Mesa and I am really happy with the editors available despite the limitations of the engines the games run on.
I believe that game jams projects are not to show high quality games. They show how close to high quality you can get within a few days. Time is money. I would rather hire someone who can get to high quality faster than someone who takes 2 years to get a high quality prototype. No?
"The point here is to see the process as an exploration of ideas and not just an exercise in blandly sticking to your plan that you went in with." I feel validated. I have never made a level where its final iteration resembled its first draft more than 60% of the time in terms of its layout.
🫶🏻🫶🏻🫶🏻🫶🏻🫶🏻
It would be crazy if it was coop and another player was driving
Trust me I've thought about it, haha - like a modern take on Lucky and Wild: ua-cam.com/video/cHvtmVTM7sQ/v-deo.html
loll ..any two bit nimrod can download unreal engine, open quixel bridge link and drag and drop and make a single "scene" look nice. a scene is not the same thing as a level. we've had a lot of wannabe environment artists applying to our studio with these artstation portfolios full of scenes that they grabbed out of their ass cause they've seen one too many of these speed level design videos on youtube. none of them know what's actually involved in making a complete playable level. they cannot work from ref, or concept art and certainly cannot take feedback. they consistently fail art tests. we now only hire seasoned environment artists that someone in the studio knows and has worked with before. usually when we hire it starts with a text message because we are friends and it's a small community. and don't even think about hiring these gnomon kids. you will end up just wasting your time. they are so unprepared it's kind of a shame really cause that school used to be top notch quality.
Simplified explanation. Level Art is creating worlds that have the sole purpose of looking good in the end... Level design is designing levels that can actually be interacted with by the player considering every technical detail involved like LODs, floor clipping, AI routes, player actions that will alter the world to allow them access to other areas etc... Level Designers take what Level Artist create and make it actually work in-game.
half life 2 reload sound 😅
Haha, yep
@@stevelee_gamedevthat means it wasnt the lack of sleep, thanks for debunking it
he's right
get over yourself..
Its very nice to see you visibly try to take on this issue with tact. that part of communication will make it easier for everyone to accept the potentially "harsh truth" that level design is in how you play through it.
i got your point ma man, but designing is also art. when you compose some pre done props to make beautiful art it is also design. But yeah, you definitely need another level of knowledge if you want to make a good level design for playable games
I was not mislead by those videos. They are just moving blocks and changing material properties here and there, but the depth goes way beyond. as 90% of the people are dreaming to make games, those videos as starters are misleading people in a giant scale. because what video games need is 'not a static map', its far more complex. Thank you for this video, now i can confirm i got the grip of the right thing from the start.
This was so helpful. The little steps showing me how and where to install things really helped. Thanks!
Great to hear :)
You’re the only person I’ve heard say it should only be the best of what we can do. With the best of what we can do usually being under an NDA, that doesn’t make a lot of sense to me,
I'm sure if you can do incredible work under an NDA, you can show off those skills in personal projects too. It's just that there's a lot of designers and hiring managers are busy, so you need to put your best foot forward. And for that it doesn't matter if you've done a million projects, can do okayish work very fast, or how far you've come since starting out, it only matters what you can do right now, so you wanna make sure that's what they see. Because if the first project they look into is kinda meh, they're not gonna keep checking if you maybe have something better, they're gonna move on to the next portfolio on the pile (also, overstuffed portfolios are a sign that the person doesn't have the experience how to make a good portfolio, so that will be a turnoff too). So the best thing to do is have a handful, maybe 3-5 really strong and different projects that show off your various skills, then the hiring managers can see if that fits their needs.
This was a great level, i just want to ask what course you took for college, i want to also become a level designer. Thank you in advance
I am level artist at Ubisoft, and these "speed level design" videos inspired me 5-6 years ago to learn Unreal and start doing the "environment art". So I don't disagree with you, LA and LD are way different, but they still great source for motivation and inspiration.