Mapping as a career?
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Re: Mapping as a career?
Posted by Captain P on Fri Nov 11th at 1:21am 2005


Hmm, personally I think it's good art but as far as I know, a concept artist should be able to work with color and all too. I've seen sketches like these from Ground Control II for example, but there's also the great stuff that Feng Zhu and the like produce.
I think... it's not that I know too much about concept artists and how companies handle them... <img src=" SRC="images/smiles/icon_smile.gif">

Concerning mapping, I like the designers part more, though I'm capable of doing the art part somewhat too (good textures just take a lot of time which somehow I don't feel it's worth it, so obviously I like the design part more).
I think it'd be good work to do this as a job. Sadly there's not a lot of gamestudios in Holland and I don't really feel like moving to another city, so I guess that diminishes my chances, but if I can get a job, yeah... big gamestudio or not, as long as I can do something with my creativity without seeing it getting lost I'd be happy. Only thing that I'm not sure about with these kind of jobs is the time-stress. I'm bad with that since I'm a perfectionist and can only have so many projects at the same time running before I lock up, and I've heard some horror stories about the game-bussiness in that regard. How worse is it really?






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Re: Mapping as a career?
Posted by ReNo on Fri Nov 11th at 1:32am 2005


All your art that I've seen has been nice Half-Dude, but re-drawing existing ideas isn't gonna get you a job in a creative industry. You should draw original work more often <img src=" SRC="images/smiles/icon_smile.gif">






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Re: Mapping as a career?
Posted by Finger on Fri Nov 11th at 3:33am 2005


? quoting Underdog
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.

The question was 'is mapping a possible carrer?'. The answer is 'yes', an individual with drive and focus can carve out a career in Level Design, or Level Art. I stress the focus on INDIVIDUAL, because that's where it starts. Not everyone has a huge network of support to help them along the way. Does that matter? Maybe. Should someone without any help from family, friends, community, be dissuaded from following this carrer path? No. Therefore, I don't answer this question with "Thank god for all the help I had, or else I couldn't have done it".... I answer with "It took a TON of dedication and persistance" because for the individual asking the question - that's the important part.

Now, that said, without my family, friends, school, the gaming community, and even the good ole Snarkpit - who knows how much harder it would have been for me to get where I am. Would I have done it without the help and support? Yes, I like to think so. Am I grateful and thankful for the help? More than anyone can assume. I will, and do, turn around and give that same support to anyone else who needs it. (ugh..feels guilty for not giving enough map feedback... heads to map forum)





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Re: Mapping as a career?
Posted by Underdog on Fri Nov 11th at 9:13am 2005


Finger, although it sounded like I was accusing I meant it as a general comment.

When I was much younger, I was a bit different than now. Big headed and arrogant. A very wise person took me aside and told me that forgetting how I got to where I was omitted half of the joy of being there. It took me a long time to see the wisdom of that comment.

Many mappers may say thanks during their initial stages of mapping. A few even continue to do so after they do well. Almost all forget what they were like when they were new.

Still however, to this day I have not seen any mapper who made into a game who acts truly grateful for the assistance and patience given to them free of charge when they began that career.

It would be nice to see, just one.

I do not know you as a person and therefore could not really have meant to single you out. I did however suspect, after looking at your early works, that you must have received a hell of a lot of help from someone/someone's. Even if it was only you placing the items, someone else/else's must have been there.

I will only have to trust that in your case, you are as nice as you sound. You do sound as if you care. <img src=" SRC="images/smiles/icon_smile.gif">

Sorry for the pointed comment. It was truly meant generally.




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



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Re: Mapping as a career?
Posted by Andrei on Fri Nov 11th at 11:45am 2005


On an unrelated note, I'll be DAMNED if I knew Campaignjunkie was on the Black Mesa Source team.




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Re: Mapping as a career?
Posted by keved on Fri Nov 11th at 12:24pm 2005


? quoting Underdog
Many mappers may say thanks during their initial stages of mapping. A few even continue to do so after they do well. Almost all forget what they were like when they were new.

Even levels from 'veteran' level authors tend to supply a readme with a credits section included in the zip file (and/or have credits on their personal website), listing who helped on that particular level. On the SP front page, most of those levels listed as running on the SP server do include a readme with credits.

Regarding crediting those who helped get the mapper a foot in the door of the gamedev industry, as Finger described it's overwhelming due to the individual's determination and ability. The amount of feedback received from the community is actually very very little in comparison to the time invested by the individual himself. Sure, though, it would be nice to tip one's hat to those who've helped along the way, but then surely people would have an enormous list of helpers?! Teachers, family, friends, former work colleagues etc etc will have had every bit as much input in molding the individual and getting him the opportunity.





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Re: Mapping as a career?
Posted by keved on Fri Nov 11th at 3:27pm 2005


? quoting half-dude
What I REALLY want to do is concept art I just don't know If you can get a job just doing that.

Yep sure many companies have dedicated concept artists. Here's one ex-colleague's website to give an example of the typical quality of artwork required.

http://www.stuartjennett.com/concept.htm





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Re: Mapping as a career?
Posted by Addicted to Morphine on Fri Nov 11th at 3:39pm 2005


Half-Dude... this website is amazing in terms of concept art: http://www.conceptart.org/




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Re: Mapping as a career?
Posted by Finger on Fri Nov 11th at 7:22pm 2005


Sorry Underdog - didn't mean to snap at ya. And yes, I have had alot of help. Every map that I have posted on the snarkpit has almost doubled in quaility because of the great people here.



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Re: Mapping as a career?
Posted by half-dude on Fri Nov 11th at 9:12pm 2005


OMG that stuff is great! Yea I know I have to start using color, I just havent gone to any painting classes. I never color because I see it as a risk, it can either make or break a picture.

If you guys want to quiz me on being creative maybe you guys could ask me to do something and I could see how well I could meet your needs.

That would be neat!




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 Addicted to Morphine on Sat Nov 12th at 12:31am 2005


Half-Dude... you should check out www.penciljack.com

It's a great artistic resource... and maybe if you become an active member around there critiquing other people's work, you could make a friend who would want to color / ink your drawings.




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Re: Mapping as a career?
Posted by Leviathan on Sat Nov 12th at 2:12am 2005


To be a game designer does not mean to "map"

you must know how to model, skin, make your own textures and simple concept art as well as world/level design.

If all you do is map, you don't stand a very good chance at all at getting a job by valve or blizzard or anyone else like that.




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Re: Mapping as a career?
Posted by ReNo on Sat Nov 12th at 3:16am 2005


You don't have to be a "do it all" to get a job in the games industry, in fact it's becoming more and more likely that you have to be a specialist. Jobs are narrowing in scope rather than widening - if you are building levels, not many places will expect you to be drawing concept art, building models, skinning them, and making textures for the level as well. Of course having knowledge of all these other areas is useful, and being able to do them is never going to hurt, but it's not as if a level designer who has no experience in 2D art is gonna be utterly discounted from a level design job.

Also, a game designer is going to be designing the game itself, not building characters or textures or the like. Things like the formula for determining how much experience the player earns after winning a battle in an RPG, or what AI requirements the game has, of what gameplay features are to be implemented, are of far more concern to the game designer than the polygon layout of a character or implementation approach to the networking.






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Re: Mapping as a career?
Posted by Underdog on Sat Nov 12th at 9:06pm 2005


? quoting keved

Even levels from 'veteran' level authors tend to supply a readme with a credits section included in the zip file (and/or have credits on their personal website), listing who helped on that particular level. On the SP front page, most of those levels listed as running on the SP server do include a readme with credits.

I think you slightly missed my point. I am not accusing mappers of being ungrateful at the time the received their assistance. Not for a moment. Damned few authors would stay in business with an uncouth practice like that. My point mainly is, many forget afterward. For instance, and no I cannot point out any one particular person but, look at the people who made it onto the big leagues. Did their quality remain the same or did it fall off because they are now unable to call upon the very people who got them there? Lets assume that game design has different priorities for the moment. Yes, author A is told to create an area for a certain segment of the game. Will it be on par with the last map he made as a free agent? Most likely not. Its not to say it won't be but, of none of the authors I have ever encountered had great maps with no credits due in a read me.

I think what I am trying so vainly to attempt is to say, I think I have no idea what I mean.

? quoting Finger
Sorry Underdog - didn't mean to snap at ya. And yes, I have had alot of help. Every map that I have posted on the snarkpit has almost doubled in quaility because of the great people here.

You had every right to defend your position as you saw it. It may simply have been my inability to clearly display my thoughts. I know you have done this. You have an idea. You begin typing and re-read the results thinking "Yeah, that about does it"

When someone later posts some idea that clearly shows a hole in your design, its apparent but somehow not gratifying because you think you plugged all the holes prior.

I treat this forum as if we all are standing in a giant auditorium. We all are chatting at once, and ever so often one of us shouts above the din. My post was just such an event. I wasn't talking to anyone, just over them.

Sorry to be so rude. I should know better than to shout.




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



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Re: Mapping as a career?
Posted by keved on Sun Nov 13th at 12:28am 2005


? quoting Underdog
Did their quality remain the same or did it fall off because they are now unable to call upon the very people who got them there?...Will it be on par with the last map he made as a free agent? Most likely not.

It is difficult to answer, because most likely the person will be working with totally different technology. 'Free agents' naturally gravitate towards using some of the more cutting edge technology available, like Source, and can better showcase their talents of course. But when working for a professional games developer, the tech is usually proprietary and often isn't anywhere near as good (believe me, I know this through experience .) Not every developer gets several years to work on and refine their tech, like Valve. So in those cases, through no real fault of their own an individual's work on the commercial title won't be as good.





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Re: Mapping as a career?
Posted by ReNo on Sun Nov 13th at 3:06am 2005


In a game dev company, you're gonna be working with a group of professionals who are quite often sat right next to you - without meaning any offence to communities like this (as if I'd dare <img src=" SRC="images/smiles/icon_biggrin.gif">), I reckon that sort of environment is going to be just as beneficial, if not more so, toward improving a map than some comments on an amateur online community. Yeah, there are deadlines and pressure in the professional industry and often these things result in less than stellar end products, but I don't think its fair to place too much blame on lack of feedback from the people who helped you previously.






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Re: Mapping as a career?
Posted by keved on Sun Nov 13th at 11:48am 2005


? quoting ReNo
In a game dev company, you're gonna be working with a group of professionals who are quite often sat right next to you - without meaning any offence to communities like this (as if I'd dare ), I reckon that sort of environment is going to be just as beneficial, if not more so, toward improving a map than some comments on an amateur online community.

Yeah, ReNo, I entirely agree - I had written a sentence to this effect in my previous post but thought the better of including it as I figured I'd get jumped upon.





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Re: Mapping as a career?
Posted by Underdog on Sun Nov 13th at 1:26pm 2005


Sadly, I am going to have to continue to disagree. I may be proven wrong in the end but for now I will remain steadfastly in my present position.

There were mapping communities before today yet, the games produced that hired these guys didn't reflect the quality the experience granted them.

I assume that the fellas at Valve had prior experience someplace before making HL1 yet the maps were levels below what eventually was released after the the games release. The same holds true with a lot of other games. Halo has some pretty crappy/boxy maps. Hell even Quakes earlier versions had better user made maps than the game shipped with. The only notable exception seems to be anything created with the Unreal engine. It seems that either the talent that came with Unreal was exceptionally picked, or they have a phenomenal feedback acquisition group cause the games maps all were superbly built.

To place myself in a better position I will concede that todays games seem to have some quality in their maps but, I still firmly believe that any author presently hired has a handicap of sorts because of the feedback base no longer available to them from their user made maps days. No gaming maker is ever going to allow maps for a future game to be critiqued by people not within their employ and this will show in the end product. I would have nothing to gain, or lose by being honest in my feedback of any areas I were permitted to look at in any game under construction. I believe however that pressures from within the corporation to make the game would preclude negativity to some degree. I do not believe they would chance total ruin, but I doubt there is any map released with a game that could not be improved dramatically by having it viewed and critiqued by outsiders.

Lets assume for the sake of argument that my observations are outdated and obsolete and perhaps we will all be happier. <img src=" SRC="images/smiles/sad.gif">




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



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Re: Mapping as a career?
Posted by Addicted to Morphine on Sun Nov 13th at 1:58pm 2005


I think you're overvalueing the feedback people give to user-made maps.

Do you remember walking out of the trainstation in HL2 into the town square and your jaw hitting the floor? I do. That area alone has set a visual standard (in my opinion) that no user-made single player map has come close to. The reason? The "team" idea of people who are damn good at what they do, whether it be materials and models, or actual mapping, or whatever (I'm not familiar with all the specific team positions at Valve or in game companies in general) pushes HL2's maps to such a high level because these people are greater than the sum of their parts. How can feedback from random amatuer's (like me) outweigh the benefit of having a team of the best of the best?

Also -- if in 4 years time some custom maps put out by a single person turns out to be so flipping amazing I'm going to have to chalk that up to a better understanding, familiarity, and experience with the editor and the game engine and its limits. That's why the maps in HL1 that were made long after the game was released look so much better than some of the ares in HL1. Also the team at Valve -- they had to think very seriously about performance issues when making the game so long ago. People were able to contine making maps for 6 years and the specs on the average person's computer have gone up markedly since then.

I think the only fair comparison between a user made map and a studio released one would be to give them both the same amount of time to develop a map. Will it be a team of very talented people working together? Or a single very talented person (with less talented people giving feedback) working alone? Personally I think the team will create a better product.




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Re: Mapping as a career?
Posted by Underdog on Sun Nov 13th at 2:06pm 2005


? quoting Addicted to Morphine
I think you're overvalueing the feedback people give to user-made maps.

I think you are under valuing my opinion because you are using to short of a timeframe. Extending your comment to include the previous 10 years might bring it to light for you with respect to the point I am attempting to make.

Does HL2 have some awesome maps? You bet. I was more impressed with the map they made for the "Lost Coast' demo than anything made for the game but thats not to say the game was a dump.

I believe that even that map could have benefited from some outsiders. I walked around the map, just to view and noted many places that could have been improved upon.

Are you attempting to somehow tell me that its not within your ability to notice defects? Even within the HL2 maps? I saw plenty. I would hope that if you were going to be in this conversation that you noticed a few too?

I also want to point out that even with outside help mistakes slip through the cracks. No map is 100% completed. One just assumes that the benefit to continuing to look for them is not worth the gain of doing so.

Again, try to expand your view beyond 2004/2005.




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




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