Monday, January 30

Pre planning. The difference between level editors and designers.

During my past week I have spent a considerable amount of time developing my own levels, which brought upon this rant.



Now. As I have been working for Perception for the past 15 months on the same project, having to pre plan anything is long over. At Perception we've had documentation describing the missions that I was responsible for developing for years. Literally. years.

At home I took it upon myself to start building some more levels for myself. Cool ideas that I had put aside while I was focusing on the project at hand.

I lept into the editor and starting throwing some areas around. Nothing special but a few ideas that I had been toying with for some time. I quickly hit a mental block.

Why could I not put down my creative ability in the same manner as I did at work.

I realised that I had no direction, no idea how I wanted to distribute my meshes, my actors or my various elements of the level that needed direction. I needed a plan.

I had a cool idea in my head, but I quickly realised that when you begin working in the editor your brain switches to 'editor mode' and it's very easy to lose sight of the cool idea when you are bogged down in technical details.

The answer is to pre plan and think before you edit.

I hear a lot of Level Designers having issues like this. I'm sure a lot of level designers reading this can sympathise

Today I want to impress upon you the importance of pre-planning when developing a level or environment. A lot of people I know scoff at the idea of having to meticulously put every notion that surrounds an idea on paper. However after practicing the pre planning method, I can suggest no other.

My suggestion to you all.
  • Write up your ideas on paper. Throw around some notions and play with options based around that idea. You can get proper direction when you know what you're working towards.
  • Plans can be as detailed or as loose as you like. The purpose of a plan is to give you direction and keep your creative efforts moving towards the goal. As long as the plan keeps you on track, the plan is doing it's job
  • Keep artistic elements out of the plan. Peoples artistic tastes change daily, maybe simplified versions but avoid going over artistic points unless they are the focal point of your levels.
  • I find it often good to create a small back story to the level that forms the basis of the plan. All levels are set inside a scenario in your head. A level which is a series of rooms for the sake of killing one another has no character and shows little creative ability.
  • Do NOT be afraid of ripping off ideas or using a cliche level. Cliches exist because they work. As long as you are putting your own spin on the idea and making it cool to you, then you are not sacrificing your integrity.
  • Never throw away or scrap old plans. Keep them around as they may provide some insight or ideas for your next plans. If nothing else they are generally an entertaining read at a later date.
  • You don't have to abide by the plan 100% or at all. If you find yourself in a position where your plan doesn't match your final product - who cares!, it's just a tool to aid you in delivering a cool final product.
That's my little spiel about pre planning and the wonders it creates.

On a side note. After writing up this little rant it has given me a new insight to the difference between a level 'designer' and a level 'editor'. Although these terms are effectively synonomous in the real world I believe there is a significant difference.

A level editor is the person that translates ideas or designs (not their own) into the game engine . Effectively a glorified data entry operator or a builder. You are taking designs are turning them into their game engine areas.

A level designer is the person who actually takes an idea and develops it into a usable design which can then be turned into the game engine area.

Nit picking I know. However it becomes more and more apparent as I wander the internet exactly how different people are in their abilities. This is not to say that one discipline is any less important than another.

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