I have 3 main areas of interest for what Iād like to do during my career ā technical design, level design, and lighting art. The former two have always been areas of interest whilst lighting art has been a more recent development over the second year. Because of this, most of my research was focused on technical and level design.
Technical designers are essentially designers who can code. Whilst they donāt code to the same level as a gameplay programmer, who are often people who hold degrees in computer science, they know enough to be able to prototype mechanics and decide whether or not a mechanic is fun before it gets fully developed. They should also have a good working knowledge of at least one engine, enough for them to be confident in working with its advanced features ā the more engines the better.
Technical designers who create traditional games, such as board games, physical games, and pen & paper games, still have similar responsibilities. For example, a technical designer should know the mechanics like the back of their hand as they may be responsible for balancing them and how they interact with one another.
It wasnāt easy to find people of note who are specifically technical designers as typically most studios group up and hire the entire design team as simply ādesignersā, with their specific roles being handed to them afterwards. Therefore, I looked at designers who do have the ability to code, as well as designers who have created games that donāt exist solely as video games. They include Chris Roberts (Freelancer, Wing Commander, Star Citizen), Sid Meier (Civilization, Pirates!, Railroad), Gary Gygax (Dungeons & Dragons), Jordan Weisman (Shadowrun, BattleTech/MechWarrior, Earthdawn).
I quite enjoy the idea of developing tabletop RPGs like Dungeons & Dragons and Shadowrun, so similarly to my research into individual developers, my research into games and studios wasnāt restricted to the realm of video games. An example of some of the studios and games I looked at are:
Wizards of the Coast ā Dungeons & Dragons, Magic: The Gathering
FASA ā Shadowrun, Earthdawn, BattleTech
CD Projekt RED ā The Witcher, Cyberpunk
The Creative Assembly ā Total War, Alien Isolation, Halo Wars
Blizzard ā Diablo, Overwatch, Warcraft, Starcraft
Relic Entertainment ā Company of Heroes, Dawn of War
Larian ā Divinity franchise
Most of the games above are RPGs, a genre Iām incredibly interested in working with as a technical designer. Whilst RPGs do require extensive and often quite complex code, the core roleplaying system is primarily down to intelligent game design and that in itself can be quite technical. During my research I re-visited a couple of old favourite RPGs ā Baldurās Gate and Neverwinter Nights, both being video games developed by Bioware.
Both of those games are based on Dungeons and Dragonsā d20 roleplaying system. For example, when the player tries to do something in the world that requires a skill check or gets into combat, the game will play out similarly to the tabletop version of Dungeons and Dragons. This proves that my skills as a technical designer are transferrable between tabletop RPGs and video games.
Developing prototypes is a core part of being a technical designer, but because Iām not a part of a studio my prototypes arenāt going to get noticed by other developers unless I share them around. Looking into it, I found that itch.io is one of the best places to share prototypes and is a great place to get feedback, and so is partaking in gamejams and just simply sharing and networking on Twitter, Artstation, Tumblr, and Linkedin.
Another option Iāve been considering as well as technical design is freelancing and production. I spoke to Peter Yates, a former tutor at Futureworks and a producer at d3t:
āBeing a producer and designer, I would think itās a good idea to ask you how you went about getting your position, as production is something Iām interested in as is technical and level design.
I worked my way up from QA tester through design positions and then QA manager-- you could get yourself a tester position somewhere and keep moving until you are working IN a development studio (no large Sony/TT test team stuff you won't get anywhere near design or anything juicy - aim for the smallest companies you can that have test departments) - this is just one way to do it!
Also, does d3t expect their technical designers to prototype and flesh out a mechanic until itās fully complete or would they work with gameplay or systems programmers to get it to a finished state? I know that some studios Iāve looked at want their technical designers only to prototype and design mechanics whilst others want them to make them in their entirety.
This depends entirely on the project being undertaken and the needs of the IP holder whoever they are (internal or external)! You must know how to do both.
Do people have multiple roles at d3t, or do people tend to stick to what they were hired to do originally?
We are still small enough that some people have multiple rolls but this decreases with increases in company size as more specialists can be brought in.
Also, if I were to apply for a job at d3t, what kind of test would be given to me if I was applying for a technical design or level design role?
We would set you a design challenge! - give you an idea or a premise and then ask you to design a level or section of gameplay to see how you would tackle it. It's about how you operate within the rules. Good games designers can work within the rules. if it was a technical role we would also be looking for evidence of whatever tech ability we mentioned in the job advert!
Finally, from your knowledge what kind of pay do technical and level designers earn from both entry level and on average?
That is a very big question which depends on quite a lot! - remember, in pay in the games industry can be quite low compared to similar jobs in other industries because it is seen as being aspirational (and companies know there are queues of people.. It totally depends on things like, the size of the game, the size of the company, your experience or reputation, how generous the company is, the PR impact of the title (bigger titles can demand bigger salaries because of the pressure to succeed involved)... and many other factors... -- ballpark estimate of pay range could be anything from 15K to 50K. Don't be expecting the 50K end very soon
Hope that helps mate keep working at it you'll get in eventually.ā
Level design is the design and creation of the game space. Rather than focus on making a space look pretty, level designers ensure that the space flows well and takes full advantage of the gameās mechanics, and also that the level makes sense in the context of the game. For example, it wouldnāt make sense for a city set in North America to have very windy streets with mismatched buildings, whereas if the game was set in Europe or Asia then a layout like that would make sense.
Level designers are sometimes responsible for creating missions too, however, some studios have roles specifically designed for quests and missions. Typically, though, the level designer would ensure that the level and the quests/missions work together and donāt break the game flow.
In the early days of game development, the programmers would be responsible for creating levels through code, but with the inception of level editors in game engines there was more of a demand for people who would specifically design the world and how it feels and looks to play. The first game to really have a focus on level design is debateable, but games in the MUD genre and other text-based games can be accredited with having a very heavy focus on design.
In the age of 2D and 3D video games, however, the first games to have level editors that allowed people outside of the development team to create these worlds were Lode Runner, Dandy, and the Doom games. The Doom games were the first to attract a large modding community, so itās possible to argue that without Doom game modding may have come much later and the tools available to us now may not have been as well developed.
Similarly with technical design, itās difficult to find many developers who are specifically known for their level design, however a couple of famous names exist with numerous level design credits:
John Romero ā Doom, Wolfeinstein, Quake
Jennell Jaquays ā Quake 2 & 3, Halo Wars
I spoke to Ross Wilding, a level designer for Squadron 42, the singleplayer portion of Star Citizen being developed by Foundry 42 and Cloud Imperium Games.
āItās always beneficial to have experience in other areas of game development, particularly when itās something that works directly with your chosen expertise in design. However, being good at environment art or showing off nice assets isnāt important. Whatās more important is your spatial awareness and understanding of how scenes and rooms are laid out. A level designer will often work on a space from scratch with varying degrees of art support (depending on the studio or project), and itās their job to design and block out a space that makes sense and covers the gameplay beats in a fairly short amount of time. So for example, a well-crafted layout of a level using basic shapes and solids is much more effective than showing you can make assets look nice (this is what the art department is for) :) If you wanted to learn something that really would benefit you in level design, things such as architecture and interior design are much more valuable.
With regards to application and interview process, Iām not sure of what specifics I can go into about Foundry, but what I can tell you is that the processes can be quite different from studio to studio. Design tests are usually quite common at most studios, particularly for junior and regular level (I havenāt ever had to for a senior position though). Sometimes a design test can also be introduced at a later date if interviews have gone well but thereās not enough work evidence or recommendations to go on. Sometimes theyāre also used if itās close between a few candidates and employers need a way to decide between them. Donāt worry too much if you are given a test though, every test Iāve ever seen/given is usually fairly generic in terms of what it asks and they donāt necessarily expect you to complete every bit of them. Always go for quality over quantity.
Before going into day to day, itās worth mentioning that level design roles can also vary slightly depending on whether youāre better at the technical or creative elements. Some larger studios like Ubisoft actually have level design broken into multiple disciplines such as āworld buildingā and āmission designā, but a lot of studios still encompass it all under the same name and often have level designers focus on the areas theyāre best at. I wouldnāt worry about this too much for the time being as even specialised level designers have to do other aspects from time to time, but itās best to at least be aware of it.
As for the sort of thing level designers do on a day to day basis, theyāre very much the glue that brings and holds everything in the game together. Each LD is usually given ownership over a set of levels or sections and itās their responsibility to design, develop and maintain those. This includes working with every other department closely and frequently, making sure that what theyāre working on is whatās needed, then implementing it in engine. So for example the early stages of a project may be to work closely with the writers to develop the story and gameplay beats of a section, then work with art to block out and realise that section in game. Once a version of the space exists, itās about developing those spaces further and implementing story/gameplay through the various engine tools, working closely with animators, cinematics and programming. As a senior, I also do things like help develop the systems that other designers use to implement setup, support other designers with technical or creative problems they may have, as well as assisting in the review process for other sections of the game.ā
This echoes a lot of what I found in my research and some additional insight ā it was really valuable to find and speak with a level designer specifically.
From Starbreezeās job advert for a lighting artist:
āAs an Lighting Artist you will enjoy artistic ownership of gameplay levels, pushing your aesthetic and technical skills to the fullest. Your interest lies foremost with creating realistic lightning in worlds, exteriors and interiors, as well as nature. You thrive in an environment where you continually use your ability to multi-task and communicate with colleagues within several different disciplines.
The main function of this position is to ensure that the Art Directorās vision for lighting and materials is realized. To achieve this, youāll work with proprietary tools built to light awe-inspiring gameplay settings.ā
Other studios require their lighting artists to work in CAD software and other 3D modelling applications such as Maya or 3DS Max whilst some others only require lighting artists to work in-engine ā though typically on an in-house engine. However, all lighting artists are expected to have a great working knowledge of colour theory and how light works in the real world. Not only that, but they need an understanding of how lighting techniques work in games (such as subsurface scattering, pre-render and real-time rendering, HDR, refraction etcā¦).