Level\Game Designers Questions.
Is artistic and architectural skills required for this profession?
What scripting language do you suggest for learning?
You'll find that most levels in games don't really follow standard architectural principles. That's because a level's design (including the layout, the placement of objects, the actual geometry, lighting, meshwork, textures, etc.) has much less to do with real world expectations than it does with supporting gameplay.
Anyone who has designed a multiplayer map will know what layouts support what type of gameplay (capture the flag, deathmatch, etc.). Single-player mapping is more involved, as the gameplay tends to be more deliberate and complex (want the player to use stealth to get past that security checkpoint, so need to build some overhead or underground structures that will allow them to pass unseen, etc.)
Where I can see architectural knowledge being useful to level design would be in the details. Someone versed in architecture will probably have a good eye for details, so the levels might include a lot of polish (trimming along walls and floors, realistic light placement, visually pleasing symmetry, etc.). But, I don't think one could go so far as to say a background in architecture is necessary to be a good level designer.
Much more important to understand how physical space influences gameplay.
_________________________
The Idea Foundry
[edited by - tacit on November 26, 2002 12:05:18 PM]
Anyone who has designed a multiplayer map will know what layouts support what type of gameplay (capture the flag, deathmatch, etc.). Single-player mapping is more involved, as the gameplay tends to be more deliberate and complex (want the player to use stealth to get past that security checkpoint, so need to build some overhead or underground structures that will allow them to pass unseen, etc.)
Where I can see architectural knowledge being useful to level design would be in the details. Someone versed in architecture will probably have a good eye for details, so the levels might include a lot of polish (trimming along walls and floors, realistic light placement, visually pleasing symmetry, etc.). But, I don't think one could go so far as to say a background in architecture is necessary to be a good level designer.
Much more important to understand how physical space influences gameplay.
_________________________
The Idea Foundry
[edited by - tacit on November 26, 2002 12:05:18 PM]
_________________________The Idea Foundry
This apply''s for 3d modellers as well?What about the scripting language?
Oh, I''d say having some grounding in art would be useful. You can make a level which supports good gameplay, and that''d be fun, but if you could make a level which supports good gameplay and *still* make it look stunning, that''d be brilliant.
Also, it would depend on the type of game you''re interested in. If you''re going to do console, cel-shaded shooters, then it probably isn''t so important; but if you''re going to work on something more realistic, then having some architectural background would probably help. I''d say the people who did the Mines of Morior models for LOTR probably had a fair amount of background in architecture.
Also, it would depend on the type of game you''re interested in. If you''re going to do console, cel-shaded shooters, then it probably isn''t so important; but if you''re going to work on something more realistic, then having some architectural background would probably help. I''d say the people who did the Mines of Morior models for LOTR probably had a fair amount of background in architecture.
Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse
concerning the level designer question:
one thing you need for sure are graphical skills in any way, a sense for architecture(not knowing every gothic cathedrad over here in europe but a feeling about how to arrange rooms to give the player the feeling you intended, how to place lights, colors, etc) and a good 3d imagination.
another thing is to know how the games you map for are to be played, strategys of famous and skilled players, knowledge of famous and beloved maps(did i hear Q3DM7) and knowing how they work in a gameplay viewpoint.
asuming you''re talink of shooter games i recomend you this url:
www.planetquake.com/nunuk --- get stunned (take a look at his maps as well as geocomp and sparth)
one thing you need for sure are graphical skills in any way, a sense for architecture(not knowing every gothic cathedrad over here in europe but a feeling about how to arrange rooms to give the player the feeling you intended, how to place lights, colors, etc) and a good 3d imagination.
another thing is to know how the games you map for are to be played, strategys of famous and skilled players, knowledge of famous and beloved maps(did i hear Q3DM7) and knowing how they work in a gameplay viewpoint.
asuming you''re talink of shooter games i recomend you this url:
www.planetquake.com/nunuk --- get stunned (take a look at his maps as well as geocomp and sparth)
---- sig coming soon
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