Me in German!
Back in late 2009 I wrote a post in which I presented an actual level design test that I got from GRIN and that led me to getting my first job as a professional designer. I've recieved a lot of positive feedback for it, both here and via other ways.
http://arcadeberg.com/causerie/an-actual-level-design-test/ (7/2/2010)
I recently got contacted by a German level design portal asking if it was okay to translate it into German and post it. Of course it was more than okay!
http://www.realize-portal.de/ (7/2/2010)
So here we are; me in German!
http://realize-portal.de/viewtopic.php?f=26&t=480&sid=eb648d20fe157884fc65838414202c8b (7/2/2010)
I'm international!
Best Level Design
If you apply for a job within the game industry, it's very likely that you'll get a question at the interview asking what game impresses you the most regarding the area you want to work with.
I actually don't remember if I got that question when I had my interview before getting a job as Level Designer at GRIN, and if I did, I don't remember the answer anyway.
However, if I were to get that question today I know exactly what I'd answer and I think it'd be a shocker.
The game I think has the most impressive level design is Valkyria Chronicles.
Not a FPS, Third Person Shooter or a Platformer, but a strategy game!
I'm a bit behind on some games so I didn't get Valkyria until a few months ago, but after beating it, I can't say I'm anything but amazed of how fantastic the execution of each level is.
Once again, it's a strategy game! A genre that has never had me raise an eyebrow because of its level design before.
I think it has somewhere around 20 missions (levels, maps, whatever) in the main campaign and what's so interesting is that each and everyone really is unique. It's often a line on the back of the cover with little to no meaning, but in this case it would be perfectly true.
There is no "one tactics" that always work on each level. You're encouraged to play different missions in different manners and they're extremely varied while at the same time never going astray from its core. They never feel weird, out of place or "forced".
Every now and then they present one new level feature. That's what I choose to call it. It can be stuff like trenches, mortar attacks (explosions covering a large area of the level), train carts you can ride, etc. The new level feature open up new possibilities for the level design and they take full advantage of it. And as you progress, there are more and more features and tools to combine to create great levels, different from the previous once, but still familiar enough for you to be able to play right away.
Putting story aside, each level make me very committed to finish it and I feel very involved. Of course, gameplay and presentation are huge parts of this as well, and it's pretty much impossible to ever differentiate game and level design to a great extent but each of the three really merge into something great.
Well, enough rambling for now. My point is, I think you should really have a look at Valkyria because of it's great level design. It's a game that shows that even genres like this can stand out in areas such as that and I think techniques they use can be of great inspiration for any kind of level design. With that, I mean how they use a little to make a lot and the respect of the game's core while introducing new features.
A perfect object for an in-depth analysis if you have the time.
Level Design Sketch
Funny thing, I was just browsing through some folders on the computer and I found this picture. It's a sketch for my test to get my job at GRIN, which I wrote about here:
http://arcadeberg.com/causerie/an-actual-level-design-test/ (6/10/2009)
Anyway, thought it might be fun to see how it looked on paper before I started with the document and building process.
And sorry about the whole "not posting for a while"-thing. I needed some time to rest, but I'm back now and my next post will about how to create a lovable video game character. Seriously, how does one do it?
DM-Theatre
Back in December last year I posted about the University in Skövde using my Bachelor Degree Project as part of the education (Weee!):
http://arcadeberg.com/projects/the-university-is-using-my-bach-degree-project/ (4/9/2009)
I found a video from the level I created for Unreal Tournament 3 that was part of the project. So I've uploaded it on YouTube for anyone who's curious.
http://www.youtube.com/watch?v=X8hxyLMS9TU (4/9/2009)
It's nothing fancy art-wise but it's actually quite fun to play as I put a lot of thought into it:
- It uses four different heights ("floors") to play on.
- There's no place from which you can get a view of your entire surrounding.
- You're always within reach of a helpful item/weapon.
- And some other pretty basic level design stuff.
As mentioned way back when, you can read a whole lot about it if you can bare with the Swedish.
http://www.diva-portal.org/his/abstract.xsql?dbid=1085 (8/12/08)
Oh, and here's vid from when it was early in development:
http://www.youtube.com/watch?v=zoQinKJSbpI (4/9/2009)
L4D SDK and Muscle Men in Bikini
I wrote earlier about how some themes in games are more commonly used than others. Shortly thereafter; BAM! Smacked me right on the mouth, it did!
Muscle Men in Bikini, I didn't see that one coming.
Apparently "Muscle Koushinkyoku", an arcade game is coming for the Wii. I'm not sure it's something I'd get for anything but a laugh as the gameplay seems monotonous and boring but I'm still really happy about it. It's exactly what I asked for. Something other than Space Marines.
But more importantly for many. Last weekend Valve finally released Left 4 Dead's tools for level creation (without the need for hacking as it was earlier). So have a go at it if you got the game!
I haven't been able to get too dirty with it yet but it's been smooth sailing this far. It's downloadable via Steam, of course.












