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After reading the article, I did some digging; youtube videos on speed level designs, reading internet discussions on these topics etc. As an outsider, I think
by the__alchemist 1y ago
After reading the article, I did some digging; youtube videos on speed level designs, reading internet discussions on these topics etc.
As an outsider, I think a key point is that this concept only makes sense in context with game-industry conventions. They (From my dive in just now) divide environment-creation into level design, environmental art, and other fields. The people who do one specialize in it, and don't have expertise in the others. Gaining experience in both, or working on both might be a taboo (?).
Another point is that the level design field is driven by superstitions, word-of-mouth, copying existing patterns etc, and is subjective. This is true about many arts, I highlight it here as context for the article. One of the author's points is that one-size-fits-all design patterns don't make sense for all cases.
- ijk 1y agoNot taboo exactly, but definitely discouraged by hiring practices: generally the big studios want someone who can do one narrow task without handholding, and don't put much value on broader skillsets. And like most creative fields there's typically more people who want the specific job than there are jobs in general. Smaller studios, indies, etc. are typically looser (or just can't afford to hire someone who only wears on hat) but they are also less likely to have a dedicated level designer in the first place.