Re: My nerves are shot!!
Posted by Finger on
Fri Aug 6th 2004 at 1:47pm
Finger
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Well, I am sitting here feeling exhausted right about now! I just went through the most rigerous interview and testing process for 2 different game companies. Both companies ending with back to back final interviews: a phone interview from a company in Cali, on Wednsday, and a face to face interview with a company in Dallas yesterday.
I really just wanted to talk about this process, because I have learned a ton. The three major lessons I have learned here, for anybody who wants to do this professionally, and is trying to broaden their experiences and portfolio:
1. Focus on Singleplayer, and focus on gameplay above all else. Although beautiful architecture and texturing always looks good for you, the truth is, level design is so complex now, that there is a whole department of people working to make things look good. It is your job, as a level designer, to ensure that the levels play well, and are fun.
2. Play lots of different games! For those of you who get stuck on certain titles, and play nothing else for months (like I used to do)... stop it. It is your job as a student of gameplay, to absorb every damn thing you can; good or bad. I was really drilled in these interviews about what other games I play, and asked to analyze my tastes and observations of other games.
3. Learn Scripting! Go grab a copy of Unreal2004, with the collectors educational DVD set (which is an excellent source of knowledge btw), and dive into the scripting tutorials. I know that we all love Hammer and mapping for Halflife, but if you want to get the scripting experience under your belt, Unreal is definately the best engine to use. UnrealEd is very easy to learn, and these Tutorial DVD's are friggin unbeatable. These guys cover everything from creating characters, texturing models, building levels, scripting, working with particle systems.... awesome resource and cheap education.
Both companies tested me. I was asked to develop a level idea, working within certain constraints, and develop a design doc based on that. I had to present this idea the best way I could, either through a 2D map, or 3D previsuals, covering exactly what I wanted the player to experience in my level. Then I had to take a scripting test, writing scripts for certain areas of my mission. Example: the player has to find a key to a door, before it opens. Write a script that tells the player to find the key, then allows the door to be unlocked once he has it. The scripting was alot easier that I would have expected, and I went into it blind. They did have some reference material with the test, for me to learn from.... thank god.
This process has taken over a month and a half, from time of contact, to final interview. It has been a rollercoaster, and now I am just sitting here waiting to see if I will get a chance to move to Dallas or Cali and further persue my dream.
btw...for any of you that remember. About 6 months ago, I was employed here in Houston, by a game company called Cinematic games. Well, it was a great learning experience, and fun while it lasted. Unfortunately, the owner pulled the plug about 2 months ago, due to financial constraints. This is an all to common story for startup companies.... but, don't let that discourage anybody. In my interviews with these two really solid companies, I was able to talk in depth about what I learned at Cinematic, and I think it really bolstered my chances.
Re: My nerves are shot!!
Posted by Adam Hawkins on
Fri Aug 6th 2004 at 2:02pm
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I had a similar process when I interviewed for Sony Leeds (they went with an internal candidate after getting my hopes up and seeing me twice :sad: ). Another thing you need to be is enthusiastic (but not over the top) about the job. I found it more useful to treat the interview like a friendly chat rather than an uncomfortable experience.
Also, if they ask you what your favourite film is be prepared as they'll ask then ask you how you would make it into a game....don't EVER say Evil Dead 2! Great film - but going nowhere as a game :razz:
Re: My nerves are shot!!
Posted by ReNo on
Fri Aug 6th 2004 at 5:05pm
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Thanks for the information mate, I'm sure it will be very informative to a lot of folks. Could be a good basis for one of those rare beasts, a snarkpit article, too :smile: Best of luck hearing back from them!
Re: My nerves are shot!!
Posted by Forceflow on
Fri Aug 6th 2004 at 5:21pm
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Gl with the job ! Make us proud.
Re: My nerves are shot!!
Posted by Finger on
Fri Aug 6th 2004 at 5:24pm
Finger
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"Bah, UnrealEd?"
Yeah, Yeah, I know... But even if you are not a big fan of the Unreal games, their technology, and more importantly, the amount of knowledge available in those tutorial DVD's is unsurpassed.
Also, the editor is pretty damn cool once you get used to subtractive building. The fact that you can render your lighting in the editor, hit one button, and jump into the map without a lengthly compile is awesome in itself.
Any real student of level design needs to look past the tools, and try not to develop a bias opinion or attachment to certain platforms. The real focus needs to be on pushing gameplay, interaction, storytelling. Now, if this is just a hobby for you, forget that and just enjoy whatever you are doing. I just stress this to the people who may be considering this as a career and have only had experience with halflife level design; as this niche is quickly splitting between art and gameplay design. Sure, you could do both, but the projects are just so massive and detailed that it would take forever.
Re: My nerves are shot!!
Posted by scary_jeff on
Fri Aug 6th 2004 at 5:36pm
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I thought unreal engine 3 is giving up on subtractive geometry? If so, who's left still using it? I thought it was the kind of thing that provided some kind of advantage when it was concieved, but now there is no reason to use it?
Re: My nerves are shot!!
Posted by Finger on
Fri Aug 6th 2004 at 5:54pm
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I haven't heard about the future of subtractive mapping, with unreal3 tech. If anything, I would imagine that it's just not as important now because almost all of the geometry will be imported anyway. I can assure you, they are not building and normal mapping million poly scenes in UnrealEd.
As far as finding UnrealEd confusing or daunting... I agree. But, the same is true for any complex peice of software. The trick is to learn one, and understand that most of this stuff transfers in a similar fashion to other editors or software. All you have to do is understand what's different, similar, renamed, in a different spot..etc. The thing about UnrealEd, is that there is a TON of reference material and tutorials that hold your hand, and walk you step by step through the proccess of using their editor.
Re: My nerves are shot!!
Posted by 7dk2h4md720ih on
Fri Aug 6th 2004 at 11:35pm
Posted
2004-08-06 11:35pm
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Best of luck Finger. :smile:
Re: My nerves are shot!!
Posted by JFry on
Sat Aug 7th 2004 at 3:24am
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This is some useful info, thanks finger! Just wondering, how did you get the interviews in the first place?
Re: My nerves are shot!!
Posted by Finger on
Fri Aug 20th 2004 at 5:06am
Finger
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Finger = level designer at Insonmiac Games. Packing to move to Burbank, California! :biggrin:
Re: My nerves are shot!!
Posted by Ferret on
Fri Aug 20th 2004 at 6:06am
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jesus congrats finger. THats wonderufl :wink: remember me in 3 years when I graduate college.
Re: My nerves are shot!!
Posted by fishy on
Fri Aug 20th 2004 at 6:33am
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hey, good job man. i hope all goes well for you there.
Re: My nerves are shot!!
Posted by JFry on
Fri Aug 20th 2004 at 6:46am
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Congrats Finger! I'm sure you'll do great, you're one talented mofo. Say hi to Jay Leno for me.
Re: My nerves are shot!!
Posted by Tracer Bullet on
Fri Aug 20th 2004 at 7:06am
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Sonds like a dream job, but I don't think I could do it. Producing day afet day after day after...
I guess you learn to work that way, but it's certainly not how I map right now.
Re: My nerves are shot!!
Posted by Crono on
Fri Aug 20th 2004 at 8:16am
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Quite an achievement. One company that has produced some of the most fun games I've ever played :smile: ...
Re: My nerves are shot!!
Posted by Campaignjunkie on
Fri Aug 20th 2004 at 8:59am
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Hurray for Finger! :smile:
I'm curious though... What questions did they ask you with that
"inquisition" style interview? I can't even imagine talking seriously
about level design with another person in real life - I'd feel rather
geeky / uncomfortable. Some of my friends know about the work I do, and
whenever they ask it I usually just change the subject. :biggrin:
Re: My nerves are shot!!
Posted by Finger on
Fri Aug 20th 2004 at 9:02am
Finger
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Thanks! :biggrin: It is a dream job for me, and right now I am pinching myself. It feels right, though, and meeting the people at Insomniac was overwhelming, and also reassuring; I felt right at home, sitting there, talking about game design.
As for the monotony of doing this for a living; It's something everyone should serioulsy question. I couldn't have done this when I was 20, but going on 31 that's a different story. I've had lots of crap jobs that barely paid the bills, and worked me just as hard physically or emotionally. After a while, you either pick something that challenges you in the right ways and grows you in the direction you want, or you become stagnant and bitter. Anyway, I view this as a starting point, like every other change in my life and try to remain open to where it is taking me. All I know is that it feels right, and having accomplished this feels damn good.
Re: My nerves are shot!!
Posted by Hugh on
Fri Aug 20th 2004 at 9:17am
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I have no problem talking level design with my brother since he does it too, but I visited a local-ish game developer to do some job shadows and their intelligence utterly pwned me. The free food was cool, though.
Re: My nerves are shot!!
Posted by KingNic on
Fri Aug 20th 2004 at 10:04am
Posted
2004-08-20 10:04am
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I find it very difficult to work 9-5 every day, and I doubt I could be creative enough with level design to do that amount of work for a living. Modelling however... With the exception of UV mapping, I find it very relaxing to model and I've managed to work pretty much 9-5 for the past 2 weeks modelling, and I'm sure I could do it for a living. Not too sure about modelling for games, since it's very difficult to do such low poly work, but high poly I don't have a problem with.
(I was gonna import a guy I made in maya yesterday into UT2k4, but the recommended triangle limit is 4000. My model was 41996 triangles.)
Re: My nerves are shot!!
Posted by Gwil on
Fri Aug 20th 2004 at 11:31am
Posted
2004-08-20 11:31am
Gwil
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congratulations finger, for realising a dream you have tried to hard to
make real :smile: i hope it all goes well for you, dont forget us lowly
folks at the pit..
Re: My nerves are shot!!
Posted by Leperous on
Fri Aug 20th 2004 at 12:22pm
Posted
2004-08-20 12:22pm
Leperous
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Well done! It would be quite fun to pick yours and KFS's brains for titbits and the like and turn it into an article here, methinks...
Re: My nerves are shot!!
Posted by ReNo on
Fri Aug 20th 2004 at 1:33pm
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Well done mate, hope it all goes well for you! Very much deserved I say :smile:
Re: My nerves are shot!!
Posted by Crackerjack on
Fri Aug 20th 2004 at 1:36pm
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Location: DC
Thats quite awesome man. Really congrats. But yeah please right up the document on the interview process. I would really like to see that :biggrin: Again, Congrats :biggrin: