#LeveldDesign Tests!

When applying for a level design job there is often a test so the company can get a clear idea of your abilities. If you aren't expecting this it can be a bit scary so I have made a mock test and broken it down :)

(1/10)
This is an example of a level design test. Once you learn the template you can start to imagine what kind of tests different kinds of studios might ask you to complete. There is definitely a pattern (at least in my experience)

(2/10)
This is an example test submission that I have done to demonstrate some useful presentation tips to make sure your ideas come across clearly to the dev team. I have annotated the test with a bunch of tips too.

(3/10)
There are things you can do to prepare for a design test too. Making a small kit of building blocks for your preferred 3D tool can really speed things up. This is the kit that I used to build the example level.

(4/10)
The benefit of a kit like this is I don’t have to spend time working out how steep steps should be or how wide to make a door. I just copy and paste assets that I know work. Less time spent faffing around with door & railing dimensions & more time designing a good layout

(5/10)
I made these assets in #DreamsPS4 . You should use whatever tool you are most comfortable in and a company should never mark you down if you don’t use the tool that they use. Good design skills are way harder to teach than any tool. :)

(6/10)
Send any additional resources you feel may help communicate your design. A 3D file or a video fly through can be really helpful to the dev team. But don't spend a long time polishing it up. Even a crude fly through can go a long way in communicating your ideas :)

(7/10)
Another thing to be aware of is time management. Some studios will impose a time limit on your test. This can be quiet stressful so sticking to a simple schedule can ensure the scope of your level fits the time you can spend on it.

(8/10)
For example, if I was given a 4 hour test I would split it up like this:
• 30 mins paper planning
• 2 hours 3D block out
• 15 mins screenshots
• 45 mins write up
• 30 mins sort out assets to email

(9/10)
This can depend on where you are most comfortable. If your written skills are good but you are less comfortable with 3D then you may spend 2.5h on the blockout and 15 mins on the write up. But sticking to a simple structure like this can ensure you don’t over scope :)

(10/10)
The end. I hope this is helpful to folk. Please share with any budding level designer currently looking for a position. And feel free to ask any questions if anything isn't clear :)
You can follow @Peter__Field.
Tip: mention @twtextapp on a Twitter thread with the keyword “unroll” to get a link to it.

Latest Threads Unrolled: