In Studio visitor!!

In Studio visitor!!


As you can see from the video above, you will find the Level Designer, Steve Lee, (featured in such titles: Bulletstorm, Bioshock: Infinite & Dishonoured 2), of which we had the pleasure to receive a lecture from in our studio today.

OFFICIAL GDC VAULT Link - 


Although in a much more informal manner, we were asking of appropriate ways in which to gain access to the industry, which I cannot deny was certainly an enlightening experience. We learned that besides his keen interest in Half-Life, that getting into the position as a Level Designer, doesn't just take in having skills in creating mechanics, or creating maps, but being able to figure out a harmonious relationship between the player and the experience that we are trying to convey to our user.

Which brings me onto his talk above about holistic level design, which has a much more appropriate role to my studies, stemming how in his career that at Arkane, it as crucial that you create low-level affordances that should be clear and consistent, what you will find in the video above, he explains that instead of the player needing to walk up to a door to find out that it is locked, instead it is clearly visible by using an alternate mesh, that instinctively shows the player that it cannot be passed.

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