How seriously would you consider stuff made using in-game tools (e.g. Mario Marker, etc.) as "work" examples from a new game designer? Do you think you could ever hire someone who's design experience was solely based in such tools?
I thought about this question a lot while I was out sick because it’s a pretty interesting one. When I was starting out, we didn’t have super user-friendly tools like this available. Mario Maker can teach a lot of very important level design principles and concepts. However, Mario Maker’s tools are also limited in scope as to what you can do with it and that hurts its potential as a tool to gauge mastery of a skill. Overall, if I were to consider hiring for a junior designer position I would want to see more than just Mario Maker. There’s a couple of elements that hurt Mario Maker as a useful gauge for determining whether I want to hire somebody.
Firstly, you’re kind of limited in what you can do with Mario Maker. You’re mostly building a 2D platformer, [weird 3D forced perspectives notwithstanding] and you’re limited to Mario and the library that Mario Maker provides you. The 2D limitations are probably what hurts most, since level designer jobs for 2D games aren’t super abundant unless you’re in the indie space. If you want to get a job there, you probably need a lot broader skillset than just level design due to the small sizes of their teams. For a AAA job, you’ll probably need to understand fundamentals of 3D space and how to lay out objects and geometry to create a scene. It’s a much broader field than 2D platformer level design and it’s something that any AAA team would require in a junior designer.
Secondly (and perhaps more importantly), I feel like somebody who is really interested in becoming a level designer would, after a while, hit those upper end constraints with Mario Maker’s limited rules and library. They’d make some Mario levels and have fun with it, but it would only whet their appetite for more. One of the things that professional game devs have to do all the time is learn to use new tools. That means figuring out how to make them do what we want, but also what they’re good at and what they are bad at so that we can play to their strengths. A promising candidate would probably try picking up tools for other games - Valve’s Hammer editor, old Quake or Doom map editors, RPG Maker, GameMaker, Unreal, or Unity. As you may have guessed, each of these editors also has its own limitations and foibles - some of them are good at doing these things, some are better at doing those things, and some are more limited than others in what they can do.
This is not to say that having a candidate with Mario Maker on their resume is a bad thing. It’s certainly a good starting point and there are a lot of things to be learned from it. However, I don’t think I would hire a candidate who picked it up and stopped. I want to hire designers who are not only capable with a set of tools, but able and interested to learn new tools and new things. I want to hire designers who have a good understanding of both concepts of 2D and 3D layout and space. Mario Maker experience is a fantastic jumping-off point and worth consideration, but I would hesitate to hire somebody who starts there and never leaves on their own to explore more of the world around them, especially when there are so many options available today.
The FANTa Project is currently on hiatus while I am crunching at work too busy.
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