Level Designers don’t just place 3D assets
The basics: the role of a level designer is to design and create game levels, usually within the game engine (the core software used to make a video game). This starts at the design stage, where you create pen and paper designs and start working in the engine, and finishes at the polishing stage, where you’ve worked with all the other disciplines to get the level ready for the release of the game.
Our job is, at its core, about finding the best layout, flow and pacing for desired gameplay, visual composition and weaving in the game’s narrative. Finding the best way to showcase the gameplay and making the level a joy to navigate is fundamental for any level designer. Not to mention making everything technically work together in the level, and fixing all those wonderful bugs we make.
Cubes are your best friend, but other shapes are pretty
Using 3D cubes is the quickest and easiest way to create a 3D space; you have everything you need to prove out some cool ideas and test the gameplay. Occasionally, though, we want to make things pretty too, so using other basic shapes like cylinders, arches, spheres and cones all help to create different gameplay, as well as the right vibe and framing to a space.
You are the bridge
A lot of the time, you will be the one taking all the nice shiny things the other team members have made and adding them to the game’s level. I’m talking gameplay mechanics, level objects, enemies, NPC (non-playable characters), collectables (if the game has any) and more! You’re also always working closely with other disciplines to make sure that everything matches the overall vision for the level.
Communication is key
COMMUNICATION IS KEY (just in case I wasn’t clear enough!). Working closely with all the other disciplines on a project is one of the most important parts of working in a team of game developers, and if you’re the bridge, you’d better make sure you’re listening, collaborating, and keeping everyone else in the loop.
And everyone’s generally happier when they are surrounded by excited collaborating team members who all know what’s going on.
Every project is different
Every studio and every project will have its own definition of what a level designer does day-to-day, even if the overall idea of it stays the same.
The skillset a level designer develops will also depend on the type of game that they work on. A level designer who only works on racing games will have different experience and skills than someone who only works on 3D platformers. Not every game is the same, and you’re always learning new tricks and skills to get the best out of the levels for the game you’re making.
Georgia Rerrie-Thomas is Senior Level Designer at Sumo Sheffield