|
Three
Inspirations for Creative Level Design by Paul Warne While
Level Designers can learn a lot from classical and contemporary
ideas in structural architecture, they are free from many of the
constraints of real world builders and architects. Paul Warne presents
the works of three great visionary designers and architechs to inspire
new thoughts on the nature of spatial design, and consequently new
ideas on particular aspects of the art of level design.
GDC
2001: The Architechture of Level Design by Steven Chen and Duncan
Brown The bar for the visual quality of environments in games
keeps getting higher. To meet that bar and push it even further
will require the integration of real world design skills as well
as a keen sense of gameplay and game design. Attending an architectural
design or any sort of design school is of course not absolutely
necessary to be a good level designer, but it can help widen your
scope of experience. Architectural Design and Level Design are two
very different pursuits, the point is really to investigate how
looking beyond traditional and often overused game design references
and approaches can help to bring an added dimension to the experience
of making and playing games.
Great
Expectations: Building a Player Vocabulary by Brett Johnson
As level designers, we can carefully build a vocabulary of game
mechanics and shape what the player knows about the environment
- and when they know it. When the player pushes a button to call
an elevator, they expect the elevator to arrive. Imagine their surprise
when the elevator suddenly comes crashing down with a group of screaming
scientists on board! Players come to your game with a vast amount
of knowledge adn expectations that you can use, as a designer, can
use to your advantage.
Where's
the Design in Level Design? Part One by Tito Pagan If you
are a game level designer or artist who wants to create 3D interior
levels that stand out and get your product noticed, creating a well-designed,
believable environment is a sure way to do it. Play-balancing aside,
real-time gaming "worlds" of the recent past, made up
of planar-surface corridors wallpapered in repeating patterns that
show off their pixel components, should be put away bearing a label
that reads "For Nostalgic Purposes Only."
Where's
the Design in Level Design? Part Two by Tito Pagan This
isn't a "how-to" tutorial on designing, modeling, or texturing
a game level. Instead it is a collection of considerations to help
you with a more efficient execution of good design for your level
modeling and texture work. As promised last time, I will also walk
you through the steps of prequalifying level assets so that you
can avoid making costly mistakes, thus saving you time and money
better spent elsewhere.
GDC
2001 Interview: Paul Jaquays by John Mclean-Foreman Paul
Jaquays has been designing levels for id since 1997, but he's been
making games (video as well as tabletop) since 1976. Paul discusses
the Game Developers Confernce, getting along with programmers, and
ongoing PC versus console debate.
|