My Leap Into Level Design

By Tim Carter (15 Jan 2007)

At the Christmas party of Kaos Studios in New York City over the holidays I told one of the level designers this: I had always wanted to get into level design but had never made the leap. But by the end of the holidays, I was up to my eyeballs in it.

First, my reasons were manifold for not getting into level design. Well, yes I had tinkered with it back in 2001, making a Counter-Strike map using Worldcraft, so I knew all the core theory and issues behind occlusion and brushes and whatnot. I had picked up information and tips about level design from the people I worked with (I designed the layout of the fictional hospital and emergency department for Code Orange, taking into account the subject matter necessities [like where the trauma units is in relation to surgery and so on], but also the need to separate the map into zones for occlusion purposes [to not overload the user's graphics card]); I learned from designers at BreakAway, and so on. But level design wasn't my main area of focus.

What always set me apart was my ability to do hardcore, from-the-ground-up game design - so that was always the place I put my effort into, and got my gigs from. Basically, I am a generalist game designer with a lot of experience doing the research and the fundamental design required to make totally new games.

Still, there were games I would always love to make levels for - not all of them super-realistic ones. Take Rune, for instance (a great game I keep intending to write an article on). Plus, production-oriented work is second nature to me - once I get the hang of whatever process I'm supposed to master. I have done tons of work in web design, graphic design, film (digital, video and the real celluloid stuff), even ordinary carpentry, drafting for architecture, and modeling and painting miniature vehicles and soldiers. I have technical instincts.

Anyway, Kaos is making Frontlines: Fuel of War using the nextgen version of the Unreal engine, but the aforementioned level designer complained it was buggy. He recommended I learn on Unreal 2004. So over the holidays, I crash-coursed myself in level design on Unreal. I picked up the game (which ships with the UnrealEd 3 editor), ordered a hefty book called Mastering Unreal Technology: The Art of Level Design, and downloaded a copy of Maya 7 Personal Learning Edition.

With that I set out to learn level design. So let me show you what I made in my spare time over the past couple weeks...

[Carter's first (real) map>>>]
 
Home | Top of Page | Copyright & Legal | Contact Info