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Another environment design demo from indie developer Wojtek Pe #GodotEngine #Godot #LevelDesign #LevelArt #GameArt
Use proper terms in your portfolio!

#LevelDesign vs #LevelArt – jobs where your goal is to build layouts, measure sizes, scatter points of interest are Level Design. But textures, foliage, etc are related to Level Art or Environmental Art, Lighting is a separate job, VFX and shaders are Technical Artists job, etc.

If your job is somehow to do both in a big studio, try to focus and master one keeping another as plan b.
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And here is how work on Sniper Elite 4 (2017) shifted from #LevelDesign to #LevelArt

Noticed, that even in late phases there were Level Design changes too? 😉
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#LevelDesign vs #LevelArt by Laura Mas Maury from A Plague Tale: Requiem
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Best of #Blocktober (#LevelDesign vs #LevelArt) challenge - one of the best ways to explain what's the difference between these two roles
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Ages ago I was working on a mobile game and one of the stages of map development and upgrades was to create blurry shots to check for visual clarity on hotspots.

Human eyes are not seeing the full resolution all the time and peripherical view has even worse level of details (but higher response rate), which makes it crucial to keep all possibilities clear for the player in every hotspot of the map.

Here the sandy surface is matching floors and serves as the guideline: players can easily follow those bright lines and spots to get into other hotspots. Shadows on the contrary suggest hiding spots or blockers of the path.

#LevelDesign #LevelArt #GameDesign #Tutorials
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