Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
Secrets of the Sages: Level Design
View All     RSS
May 21, 2019
arrowPress Releases
May 21, 2019
Games Press
View All     RSS








If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Secrets of the Sages: Level Design


July 23, 1999 Article Start Previous Page 8 of 9 Next
 

Eric Biessman, Raven Software

As project coordinator, lead designer, and level designer at Raven Software, Eric Biessman has received many e-mail messages from those who want to know how to create breathtaking levels, as seen in Heretic II. Here he sets the record straight:

  • The level must be fun. This is a game, after all.
  • Make sure that you have the level planned out before you start designing. To design in a vacuum usually means that you'll have a large amount of wasted time.
  • Pay attention to the world around you. Find ideas in everything you do. Make sure that you aren't just making a level that plagiarizes another game. Detail is the key, but it has to be from your own imagination, not someone else's.
  • I definitely sketch out ideas on paper first, but not the entire level. Usually, I will design smaller areas that are very important to the game and then go from there. I also like to flowchart the entire level before I even think about sitting down to the editor.
  • Key areas such as the Silverspring Docks in Heretic II should be sketched out on paper first, says Biessman. (Used with permission by Activision, Inc.)
  • Be persistent. The more you practice, create, and build, the better your levels are going to be. Make contacts in the industry and touch base with them regularly. Play as many games, in as many different styles, as you can, and learn from them. Turn your hobby into a passion. If you can't do this, then you probably should think of another way to release your creativity. Dedication pays off 90% of the time but you still need to have creativity. Otherwise, there's really nothing that can be done.

Article Start Previous Page 8 of 9 Next

Related Jobs

Sucker Punch Productions
Sucker Punch Productions — Bellevue, Washington, United States
[05.19.19]

QA Manager
Dream Harvest
Dream Harvest — Brighton, England, United Kingdom
[05.18.19]

Technical Game Designer
Deep Silver Volition
Deep Silver Volition — Champaign, Illinois, United States
[05.17.19]

System Designer (Player Progression)
Bohemia Interactive Simulations
Bohemia Interactive Simulations — Prague, Czech Republic
[05.17.19]

Lead Game Designer





Loading Comments

loader image