Mapping as a career?
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Re: Mapping as a career?
Posted by half-dude on Wed Nov 9th at 11:52pm 2005


My class was doing a thing about finding careers and it got me thinking. Would it be possible to take your mapping experience into the job market? I also was wondering if the game companies actually use the same editors that the community does.

So lets start a discussion.




Yes I spell bad, but remimber Mighty are the stupid.

Check out my drawings at http://half-dude.deviantart.com/



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Re: Mapping as a career?
Posted by Crono on Wed Nov 9th at 11:57pm 2005


The short answer is yes.

Why wouldn't they use the same tools? <img src=" SRC="images/smiles/confused.gif">

KFS works at Raven. I believe he was hired based on his experience with Hammer.
You really just need an impressive amount of knowledge on the subject and have plenty of good reference work.



Blame it on Microsoft, God does.



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Re: Mapping as a career?
Posted by satchmo on Thu Nov 10th at 12:03am 2005


Mapping is only a very small aspect of game design. The majority of the energy goes into AI programming and art works. I am saying this based on my knowledge from my game-designing friends.

so, you might want to hone your skills in other aspects of game design too.




"The greatest thing you'll ever learn is just to love and be loved in return." -- Toulouse-Lautre, Moulin Rouge



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Re: Mapping as a career?
Posted by ReNo on Thu Nov 10th at 12:39am 2005


Majority of energy going on AI programming? I think you'd be surprised - games typically only have a couple of dedicated AI programmers on a project, though obvously some call for more and some call for less. It was until the past 5 years or so that it's even common to have dedicated AI programmers. Designing an AI system is certainly no easy task and certainly can take a lot of energy, but the AI programmers make up only a tiny fraction of the development team. The level design team would almost always be larger.

Still, satch makes a good point that mapping isn't the only aspect of game development you should look into. There are a wide variety of jobs in the games industry, and even if you DO plan on going into level design, you should at least try to gain an understanding of what other aspects there are to game development, and what they entail. It will make you far more hireable, for example, if you know what info the environmental artist needs to make your new fence prop, or how to describe in technical terms the new feature you'd like the tools programmer to add to the level editor. Level design is quite often building the bricks and mortar of a level, but will in some companies involve lots of scripting work as well, which means it can be beneficial to have some rudimentary programming experience too. Many development studios won't use custom editors like hammer or unrealed either - it's not uncommon to be expected to work in a 3D modelling package like Maya or 3ds max - so you might wanna consider playing around with some modelling at some point.

I don't want this to "scare you off" or anything, but rather open your eyes to what level design at career level could entail.






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Re: Mapping as a career?
Posted by Underdog on Thu Nov 10th at 12:51am 2005


Mapping is a part of any FPS game but one would only need to look a short time to notice that the maps made by the great mappers did not work for HL1. The maps were good yes, but there are many better mappers outside the game. I have seen this true in quite a few games as well. There are some very amazing HL1 maps created by users. All of which outstrip the maps inside the game. So far however, I have seen very few maps compare to the team on the HL2 staff, but some user made maps are at least on par.

I would venture a guess that mapping by itself is but a tiny portion of creating a game so if you want to get into the market, I would say your chances are slim to none based on mapping talent alone. They obviously do not put a high priority on those positions.

I can only base my opinion on what I have seen. Maps created for most games must have other priorities involved than purely putting this wall here and that water there.




There is no history until something happens, then there is.



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Re: Mapping as a career?
Posted by omegaslayer on Thu Nov 10th at 1:00am 2005


Like ReNo said, there are other things out there other than hammer. Hammer just happens to be redily availible to anyone. But the real meat of level design lies in modeling programs actually. Just look at Blizzard's Job page, their outdoor enviornment artists (fancy words for ourdoor mapper) have you work in 3dS Max with a special plugin. Same goes for Halo level design. They use modeling programs.
But dont let that scare you off. One of blizzards level design jobs (for Starcraft Ghost, not WoW) says that you should have working knowlege in Radiant, Worldcraft (hammer for the new people), and even UnrealED.
That said you should dip your hands in everything. Even pull out the Warcraft 3 editors, and the red alert editor. Getting more experience will better your chances in the industry. Also get on a Mod team. Half of Valve's employees are hired right out of the mod community.
But I do have to say that you have to be good at it. The game industry is getting compeditive. And they just dont have much room for the mediocure designers out there.






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Re: Mapping as a career?
Posted by mazemaster on Thu Nov 10th at 1:04am 2005


I currently have a temporary job doing mapping for an Indie game that I got from my experience with HL mapping + modeling + texture art + connections I made in the modding community. Its not even comparable to anything big like Raven or Valve, but at least my maps will be in a game that hits store shelves. Mapping is not something I want to do as a career though.

Anyways basically the answer to your question is yes - if you put in the time to become very good at mapping, make good maps, and talk to people in the community, you can get a job. Back 5/6 years ago everyone from the Quake modding community was getting hired. You look at the game-dev companies today, and so many of the level designers came from the mod community its ridiculous.

For the past couple years there's been a bout of hiring HL mappers/modders. In most of the HL mapping forums I hang out at there are at least a couple people I knew ever since the early days of HL mapping who got hired in the last couple years. I think there are a few (former?) Snarkpit members who are in industry, although aside from KFS they dont post anymore. However, you have got to remember that these people are the best of the best. Your maps have got to be good, and even then there are no guarantees.

I dunno about your plans in life, but definitely dont use "I wanna be a level designer" as an excuse to not study in school or whatever because regardless of what you do you will need that.






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Re: Mapping as a career?
Posted by Biological Component on Thu Nov 10th at 1:41am 2005


Just look at KungFuSquirrel.



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Re: Mapping as a career?
Posted by Dark_Kilauea on Thu Nov 10th at 3:09am 2005


I am very interested in having a career in level design. I've been trying very hard to hone my skills, I just need to release more maps. But, hey, that's why I'm here.



Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/



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Re: Mapping as a career?
Posted by asterix_vader on Thu Nov 10th at 3:17am 2005


? quoting Crono
The short answer is yes.

Why wouldn't they use the same tools?

KFS works at Raven...

KFS = Kentucky Fried Shicken?





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Re: Mapping as a career?
Posted by fishy on Thu Nov 10th at 7:44am 2005


or even kung fu squirrel <img src=" SRC="images/smiles/icon_smile.gif">


i eat paint



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Re: Mapping as a career?
Posted by Andrei on Thu Nov 10th at 9:54am 2005


The short answer is architecture. You don't have to make buildings once you have your diploma. You can do anything from stage design for some movie or theater to vehicle design. And, guess what, a mapping gig is possible with an architects diploma. Plus you'd have an extra advantage at the job interview.




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Re: Mapping as a career?
Posted by Finger on Thu Nov 10th at 10:23am 2005


Getting a job in the gaming industry is VERY possible - but very much dependant on your willingness to PUSH YOURSELF. Even with schools like GuildHall in Dallas, or the Art Institutes (I went to Art Institute of Houston), where they actually focus on game design - the deciding factor in whether you get a job or not is YOU... not a diploma. This is an industry where you have to sell yourself, and be in the frame of mind to sell your skills.

Also - there is more and more of a great divide between Art and Design. This means that you are usually going to have to choose a path. Very seldom will you find a roll that lets you design and fully art a level - especially if you're doing singleplayer level design. So, that's a question to ask yourself. DO you love game design, or do you love game art? If you know exactly what you want, then the only thing keeping you from getting it is time and effort. My theory is that you can build up to a base professional skill level in roughtly 2-4 years, starting almost from scratch. It all depends on how dedicated you are.

I made the decision to persue a career in the game or animation industry roughly 5 years ago. I went from a job with 'pop-a-lock', unlocking cars, to working at the 3rd best small company in the U.S (Insomniac Games) - seeing a AAA game on store shelves with my name on it (Ratchet Deadlocked). It took me 4 years of dedicated work, and I might have been able to do it in 2-3, if I had been more focused on exactly WHAT I wanted to do.

Oh, I guess I should add this too. What got me my job - the reason I beat other designers who had MORE experience, was my Halflife Level Design. It wasn't even the quality of my work (although who knows where I'd be if it was subpar)...it was the obvious DRIVE and EFFORT that spoke through my work. Not only did I have an animation degree, I also had a whole seperate portfolio and knowledge of game design that gave me the competitive edge come interview time.





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Re: Mapping as a career?
Posted by Underdog on Thu Nov 10th at 10:45am 2005


What I have noticed about people who have made it into the gaming industry is an unconsciouses lack of gratitude to those who helped get them there.

Sure, it takes a lot of hard word on the part of the person trying to get into the field but, its not a one person endeavor. I have noticed, not only in this thread but others similar on many sites that people who finally get into gaming are like beauty queens. They bask in the limelight, forgetting the beauticians that got them there. When I read their words its always full of "I's" I had to do this, or I had to do that.

It would be refreshing to see a website, or a personal biography sometime of a one of these individuals who thanked all the people who got them there. Not individually, although that would be ideal, but some footnote at the very least.

I have never seen a single event of this nature. THAT would be more impressive than seeing someone I knew, who's name made it onto a box.




There is no history until something happens, then there is.



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Re: Mapping as a career?
Posted by Adam Hawkins on Thu Nov 10th at 12:24pm 2005


Hehe, you got a good game to your name Finger (Ratchet)....all I got was stinky ol' Rogue Ops <img src=" SRC="images/smiles/icon_wink.gif">

Half-dude, while the majority of game developers use proprietary tools, the concept and functionality behind them is generally the same as the two main editors available to amateur mappers. UnrealED with its negative space doo-dah, where you subtract stuff to make things, or your Hammer/Radient school with additions. Familiarise yourself with as many packages as you can. <img src=" SRC="images/smiles/icon_smile.gif">

Also, don't take this too personally, but you will also need to develop thicker skin and be willing to take on criticism without flying off the handle - cos in the games industry, you'll get a lot of it.




You Got To Get Through What You've Got To Go Through To Get What You Want But You Got To Know What You Want To Get Through What You Got To Go Through



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Re: Mapping as a career?
Posted by Agent Smith on Thu Nov 10th at 2:28pm 2005


I get you completely Finger, what your saying seems to be my experience so far. Not that I've got a level design job, but I'm currently short listed for a level design position here in Australia. I don't have a game design degree (one in graphic design actually, in two weeks ) and my work is primarily amateur. However the fact my work is always of a high standard and, despite uni, work and other committments, I still manage to produce high quality work with some regularity, has shown that I'm dedicated and passionate about it. I think that sold me as much as my work. Of course you still need some quality work, but I've only got 6 polished/finished maps, and a bunch of bits, that I showed them.



Ham and Jam Contributor
http://www.hamandjam.org

'Get your stinking paws off me, you damned dirty ape!'



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Re: Mapping as a career?
Posted by keved on Thu Nov 10th at 3:32pm 2005


? quoting Finger
Also - there is more and more of a great divide between Art and Design. This means that you are usually going to have to choose a path. Very seldom will you find a roll that lets you design and fully art a level - especially if you're doing singleplayer level design. So, that's a question to ask yourself. DO you love game design, or do you love game art?

Right on the money there, Finger. After the 5 years I've been working in the gamedev industry, I haven't encountered anyone at all who has done BOTH the design AND art for a level. I've got a degree in Illustration so am from an art background and have built 40-something HL1/2 levels, but I've still only done design and scripting. As you suggest, typically people have to choose to follow an art OR design discipline.

The number of first person shooters in development using Valve's tech isn't very much at all - as Adam said most will use their own proprietary technology. Most gamedevs develop their own tech, tailored specifically to the game they're creating. Anyone looking to get into the gamedev industry definately shouldn't set their sights on specifically working with Valve's tech, because the likelihood of that happening is minimal.

Lastly, due to circumstances (family etc) you may have to take what you can. Not everybody lives down the road from Valve or id or any of the other big boys. You may have to take whatever you can find, even working on some poxy game that'll sink without trace. Still beats doing a "proper job" anyway.





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Re: Mapping as a career?
Posted by keved on Thu Nov 10th at 4:33pm 2005


? quoting satchmo
Mapping is only a very small aspect of game design. The majority of the energy goes into AI programming and art works. I am saying this based on my knowledge from my game-designing friends.

so, you might want to hone your skills in other aspects of game design too.

No, not really. I've worked on a commerical FPS title - we had 12 level designers, half a dozen level artists, and only 1 AI coder.

Perhaps one could argue that's indicative of the lack of progress in the enemy AI over the last several years, such is the lack of importance that studio managers place in hiring loads of AI coders! <img src=" SRC="images/smiles/icon_smile.gif">

But yeah, the more aspects of game development you've familiar with the better, most definately.





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Re: Mapping as a career?
Posted by Gorbachev on Thu Nov 10th at 10:13pm 2005


You don't have too many coders because it gets worse as you add them a lot of the time. 2-3 often is more than enough. Otherwise especially with code you get conflicts and/or the others don't know enough about each other's coding style. Whereas something like mapping is a little more global in such a way that multiple people can work on areas that don't conlflict with others in any way other than general personal style.




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Re: Mapping as a career?
Posted by half-dude on Fri Nov 11th at 12:47am 2005


Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Well I only talk about being a level designer because that seems to be the only job listed in the industry that I have experience with at all. What I REALLY want to do is concept art I just don't know If you can get a job just doing that.

Take a look at a concept I did for a new improved Spider Mastermind.

What do you guys think, do I have a chance? BTW I've finished this I just haven't scanned.




Yes I spell bad, but remimber Mighty are the stupid.

Check out my drawings at http://half-dude.deviantart.com/




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