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The contents of the Level designer page were merged into Level design. For the contribution history and old versions of the merged article please see its history. |
This article is hopelessly biased towards the small, but not insignifiant sub-field of level design refeerring to the development of levels for FPS games. If we were to look at the number of working level designers worldwide, I think we'd find probably less than 10% of them working in this manner.
Article needs siginifcant re-write taking into account the broad range of genres and content a level designer creates in the worldwide games industry. --86.139.145.219
It is accepted as truth among almost all experienced level designers that there is a difference between mappers and level designers.
mappers being people of varying skill with the ability to create a level playable in their game engine of choice, while a level designer Possess not just a high level of ability in mapping, but the ability to intentionaly design every aspect of play for the greatest experience from the players point of view
if no body has a good arguement against this, then I will put it in the entry —Preceding unsigned comment added by M Gargantua (talk • contribs)
quote:
"Also notable are the mappers known as "Will Riker", and "Anthony", who mapped for Star Trek: Voyager Elite Force. Their work was distributed for free, and also released with the RPG-X modification for that game. "James Nukem" is also a notable mapper for this game."
These people are not notable like Levelord or CliffyB or John Romero or whoever else you immediately associate with Level Design. No one has ever heard of their mod or any of them. --71.29.229.152 05:32, 17 October 2006 (UTC)
What is an average level designer income? —Preceding unsigned comment added by 75.104.128.38 (talk) 20:38, 17 February 2008 (UTC)
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