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Level Design Portfolio Requirements

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. 

1. 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!

Requirements:

Constraints:

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.

2.  Technical Aptitude Examples:

Submit at least ONE example of a level you have designed in a game engine to demonstrate your technical aptitude.

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.

The Elder Scrolls: Oblivion (Oblivion):

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 Oblivion submissions: send us the .ESP file located in the Oblivion\Data Files folder.

Refer to the following Web site for information on the Elder Scrolls Construction Set:
http://cs.elderscrolls.com/constwiki/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 (.upk).

Refer to the following Web site for details on getting started with a room:
http://udn.epicgames.com/Three/CreatingLevels.html

Gears of War (GoW):

Create 2 rooms joined by a corridor, including a player start, and lights. For UT3 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/CreatingLevels.html

Quake 4 (Q4):

Create 2 rooms joined by a corridor, including a player start, and lights. For Q4 submissions, send us the .map file.

Refer to the following Web site for details on getting started on mapping:
http://www.modwiki.net/wiki/Tutorial_list#Mapping_basics

Half-Life 2 (HL2):

Create 2 rooms joined by a corridor, including a player start and lights. For HL2 submissions, send us the .VMF file located in C:\Program Files\Valve\Steam\SteamApps\ <steam_user_name>\sourcesdk_content\hl2\mapsrc.

Refer to the following Web site for details on getting started with a room:
http://www.valve-erc.com/srcsdk/Levels/hl2dm_basics.html

In addition to the playable level, submit 5-10 screenshots of the above level using one or more of the approved formats below and a brief text description of what you were trying to accomplish and why you chose the techniques/layout you utilized.

3. Other Level Design Examples (Optional):

Submit no more than 10 examples of other levels you have designed in digital format or on paper. Include textual 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. Also, if you have non-electronic game designs to submit such as pen and paper RPGs or board games, please do so as it gives reviewers additional insight into applicants.  

Note:

You application will NOT be reviewed until all non-optional elements on this list have been received.