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I consider myself a level designer in the broad sense of the field. What I mean by that is that there are many components involved in level design--Environmental Design, Scripting, World Object Modeling, etc.. I have received rigorous training in these aspects of the level design field at the Guildhall at SMU, an industry-based training school.
My passion in designing levels is to give the player the most stimulating challenge possible while keeping it fair. It is in facing seemingly insurmountable odds and fighting onward regardless that I feel the player feels the most heroic, and I believe this feeling of heroism gives the player their most memorable experiences in a game. However, the player should actually be able to overcome the insurmountable odds, which is why I feel keeping a level fair is important. After all, regardless of the strength of the technology and artwork, if a game's levels aren't fun, the whole game suffers.
It is because of the importance of the level designer's role in making a great game that I have concentrated on as many aspects of the field as I have been able, and I look forward to the challenge presented by the next generations of games.
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