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Level Design Portfolio Requirements
Level Designers combine the art assets and game code to design fun and exciting gameplay within the limitations of a game engine. Core competencies of Level Designers include an understanding of gameplay mechanics, critical thinking and logic, communications, problem solving skills, technical aptitude, and the ability to work creatively within technical constraints and limitations.
The following assignments are designed to help assess your aptitude in key areas. We don’t expect you to be an expert in any of these areas, but it is important for us to assess your abilities in each area so do your best and have fun with the assignments.
Labeling instructions:
All submissions must have your name and Guildhall application system ID number prominently displayed. Digital media should be clearly labeled on the outside and should also contain a README text file (or MS Word file) with your name, Guildhall application system ID number, and a list of the contents.
Level Design applicants must complete the following:
Level Designers combine the art assets and game code to design fun and exciting gameplay within the limitations of a game engine. Core competencies of Level Designers include an understanding of gameplay mechanics, critical thinking and logic, communications, problem solving skills, technical aptitude, and the ability to work creatively within technical constraints and limitations.
The following assignments are designed to help assess your aptitude in key areas. We don’t expect you to be an expert in any of these areas, but it is important for us to assess your abilities in each area so do your best and have fun with the assignments.
2D Gameplay Assignment
Part A
Using up to five sheets of graph paper (10 units per inch), design and draw the side view of a 2D side-scrolling game level with approximately two minutes of gameplay. This assignment provides an opportunity for you to demonstrate your aptitude in gameplay design within a defined set of requirements and constraints. Please read the instructions carefully and remember to have fun with the assignment. Select any theme of interest to you for a 2D game concept. It can be indoors, outdoors, underwater, or in a dance club. It doesn’t even have to be on Earth. If you aren’t familiar with 2D side-scrolling games, please take a look at some examples such as Super Mario, Sonic, Contra, or Alien Hominid.Your illustration should include all adversary locations and the paths they follow, pick-up items, and a clearly marked path through the level for the player to engage in all the primary gameplay actions. Please use ink for the final drawing to ensure it is completely legible. Presentation is important!Scan (or recreate digitally) your design and provide individual jpegs or a PDF with all of the pages.
Requirements:
- The level should have a theme that relates to the gameplay.
- Identify the player starting location and the end of the level.
- Indicate the player size in grid units.
- Indicate the adversary size in grid units.
- Include at least one jumping puzzle in the level. A jumping puzzle may be used to provide a risky way to get to a reward by jumping onto an object, or character.
- Include at least one timing puzzle in the level. A timing puzzle may be used to challenge the player by requiring mastery of player movement to get through a series of moving obstacles.
- Include at least six adversaries for the player to encounter in the level.
- Indicate adversary locations and the paths each adversary follows in the game.
- Include at least one of each of the following types of pick-up items in your level.
- Flight for 5 seconds
- Invulnerability for 5 seconds
- Health +5
- Health +10
- Start the player with 60 points of health out of a possible 100 points.
- Include a key/legend for the map. The legend should tell us how to recognize the player and player size, adversaries and adversary size, the different type of pick-up items, and the critical path through the level.
Constraints:
- The player is unarmed.
- The adversaries only travel side to side.
- The normal jump height is equal to the player height. You determine what that is. (Note: We recommend five grid units if you use 10 units per inch paper.).
- The adversaries reduce the players' health by 20 points on touch unless the player lands on the head of one of the adversaries.
- Landing on the head of an adversary will result in the player being tossed into the air, a distance equal to twice the player's height. While in the air, the player has directional control.
- The controls are: left/right arrow keys for direction and the spacebar to jump. To use the flight pick-up the spacebar must be held down.
Extra credit:
Show alternate paths through the level. Show secret areas. Make us say, "Wow, that's pretty cool."
Part B
Write a paragraph describing the objective of the level and how you imagine it being played; including how the timing puzzles and jumping puzzles are to be played. Also include an explanation of the theme you selected for the level and why you chose that theme.
Technical Aptitude Examples
Submit at least ONE example of a level you have designed in a game engine to demonstrate your technical aptitude.
1. Create a simple level to demonstrate your technical aptitude. We do not expect the level to be polished or full of gameplay, but you will need to complete one of the following tasks. Please submit a playable level (level must load and user must be able to move around the map) for the project you select from the list below.
Fallout 3 (FO3):
Create a small village or city. Try to maintain a consistent architectural theme and use water and trees in the map. Create a well-defined path that leads through the area. For Fallout 3 submissions: send us the .ESP file located in the Fallout 3\Data Files folder.
Refer to the following Web site for information on the Garden of Eden Creation Kit (GECK):
http://geck.bethsoft.com/index.php/Main_Page
Unreal Tournament 3 (UT3):
Create 2 rooms joined by a corridor, including a player start, and lights. For UT3 submissions, send us the map file (.UT3).
Refer to the following Web site for details on getting started with a room:
http://udn.epicgames.com/Three/WebHome.html
Unreal Development Kit (UDK):
Create 2 rooms joined by a corridor, including a player start, and lights. For UT3 submissions, send us the map file (.UDK).
Refer to the following Web site for details on getting started with a room:
http://www.udk.com/
Gears of War (GoW):
Create 2 rooms joined by a corridor, including a player start, and lights. For GoW submissions, send us the map file (.war).
Refer to the following Web site for details on getting started with a room:
http://udn.epicgames.com/Three/WebHome.html
Half-Life 2 (HL2):
Create 2 rooms joined by a corridor, including a player start and lights. For HL2 submissions, send us the .VMF and .BSP files located where you created it (default is C:\<steam_install_directory>\SteamApps\ <steam_user_name>\sourcesdk_content\hl2\mapsrc).
Refer to the following Web site for details on getting started with a room:
http://developer.valvesoftware.com/wiki/Category:Level_Design
2. In addition to the playable level, submit 5-10 screenshots of the above level using one or more of the approved formats (JPEG, BMP, PNG, TGA, TIFF)
3. Please provide a text description of the level including your goals and what you learned while creating it.
Other Level Design Examples (Optional)
Submit no more than 10 examples of other levels you have designed in digital format† (movies or pics) or on paper. Include text descriptions and all concept drawings and designs for the examples. If these are not in an accepted digital format we cannot guarantee that we can evaluate it.
- Accepted file formats for still images are: JPEG, BMP, PNG, TGA, TIFF
- Accepted file formats for movie clips are: MOV, QT, AVI, MPEG-1
- Accepted archiving formats are: ZIP, RAR
Note:
You application will NOT be reviewed until all non-optional elements on this list have been received.

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