How to Become a Level Editor and Design Interactive Game Environments
1. Level
Editor
The
Level
Editor
defines
and
creates
interactive
architecture
for
a
segment
of
a
game,
including
the
landscape,
buildings
and
objects.
While
they
must
stick
to
the
agreed
overall
design
of
the
game
and
characters,
a
Level
Editor
has
a
lot
of
freedom
when
it
comes
to
designing
a
specific
level;
they
define
the
environment,
general
layout
of
the
spaces
within
the
level,
and
lighting,
textures,
and
forms.
They
also
define
the
characters
and
objects
involved,
whether
they
are
player-‐
controlled
or
NPCs,
and
any
specific
behaviours
associated
with
the
characters
and
objects.
A
Level
Editor
also
designs
the
gameplay
for
the
level,
they
add
any
challenge
the
player
will
face,
and
how
the
player
must
best
them.
They
also
design
what
skills
are
required
to
navigate
successfully
through
the
level.
They
also
design
the
atmosphere
for
the
level.
Before
building
the
level,
a
Level
Editor
will
first
sketch
their
designs
in
2D
on
paper
or
on
2D
drawing
software.
They
have
to
imagine
they
are
the
player,
imagine
their
experience,
and
draw
out
the
many
possibilities
in
the
level
the
player
may
encounter.
The
ideas
are
then
worked
out
in
3D
and
tested
in
the
game
engine,
which
produces
further
ideas.
In
consultation
with
the
Programmers
and
Artists,
the
Level
Editor
draws
up
a
detailed
inventory
of
level
‘assets’
(all
the
objects
and
programming
requirements
needed
to
make
the
level
run
in
the
game
in
its
final
form).
The
main
qualities
for
being
a
Level
Editor
are
to
have
knowledge
of
3D
modeling
and
a
firm
grasp
of
game
design
principles,
have
the
ability
to
visualise
layouts,
and
to
be
imaginative
and
creative.
A
good
Level
Editor
should
also
be
able
to
work
in
a
team
and
independently.
Two
ways
of
becoming
a
Level
Editor
are:
working
in
other
parts
of
video
game
design,
such
as
a
QA
tester,
and
work
your
way
up,
the
other
way
is
to
have
industry
experience
and
to
be
educated
to
degree
standard.
You
will
definitely
need
an
understanding
of
the
conventions
of
game
playing
and
an
awareness
of
the
target
market.
2. Case
Study:
Jose
Astacio
(No
picture
available)
Jose
Astacio
has
worked
on
various
films
and
TV
Shows
before
designing
levels
in
the
2013
game
The
Last
of
Us.
He
has
worked
in
visual
effects,
and
also
worked
in
the
art
department
in
the
hit
film
Avatar.