

Finger said: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.
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?
satchmo said: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.
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.
Underdog said: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.
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.
Underdog said: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.
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.
half-dude said: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.
What I REALLY want to do is concept art I just don't know If you can get a job just doing that.
Underdog said: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
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.
ReNo said: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. :smile:
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 :biggrin: ), 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.
Addicted to Morphine said: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.
I think you're overvalueing the feedback people give to user-made maps.
Underdog said:Yes I entirely agree, but don't with what you think is the reason behind this (the lack of feedback from the community they previously had access to.)
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.
Underdog said:Again, gamedevs are simply not given the time to do this, Underdog, while Joe Blow in his bedroom can take as long as he wants to iron out every problem.
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.
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.
Underdog said:Do you not think that I have made it to my mid 40's without coming across a bit of what you say Keved?
I believe however that pressures from within the corporation to make the game would preclude negativity to some degree.
Addicted to Morphine said:Perhaps instead of putting me into a position to define why you missed them, you should go back and have a look without the bother of playing. Putting me in a position to prove something is not as desirable as having you rethink your position on your own terms. You do not really need me to point out a wall or a bush do you?
I notice plenty of defects when downloading and critiquing user-made maps... but I almost never notice problems with the official maps.
Addicted to Morphine said:Wrong. The very definition of the word team is a group of "LIKE MINDED INDIVIDUALS"
In regards to the second one... I think if you were to give both a team and a single amatuer mapper the same time constraints and pressures (but still allowed the amatuer mapper access to user feedback) you would see the team produce something of much higher quality than the single mapper.
ReNo said:Are you discounting the great maps made in 98/99 when you posted? Am I not obliged to say that your comment is a bit unfair to think that I restricted my comments to only powerful machine made maps?
Now I'm not saying this is the reason HL1 maps were superceded by community made ones, but it is another contribution to it I'm sure.