Professional Interview & Notes - Steve Lee
Professional Interview & Notes
Steve Lee Level Game
Designer Q&A (In-Studio
Talk & video Conference)
Link here: https://www.youtube.com/watch?v=CpOoTAVeEcU
Worked on titles: Wheelman, Bulletstorm, Bioshock Infinite,
Dishonoured 2
Professional
Level Designer (10 years’ experience) – Game & Level Designer @ Double
Function
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His presence and
principals are based around his affinity towards Half-Life 2, Bioshock &
Dishonoured.
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Holistic Design,
seeing every part of a design in terms of how it affects its whole, and how the
whole can be much greater than the sum of its parts.
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“Beauty is due
more to harmonious relationships, among the elements of a composition than to
the elements themselves – Matthew Frederick”
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3 main elements in
games: Presentation (audio &
visual output), Gameplay & Story.
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The main link
between Presentation and Gameplay, comes down to affordances and
intentionality
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Between Presentation and Story, is world building.
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Between Gameplay and Story, is interactive narrative.
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Affordances are
about communicating how things work, intuitively. (Form conveying function).
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In First Person games, the main affordances to consider
are visual (layouts, lighting), such as presenting navigation options, in
relation to goals and obstacles.
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Interactive
objects with consistent gameplay affordances. That conveys appropriate gameplay
for the player.
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Low- level
affordances should be clear and consistent. Such as a door that can and cannot
be opened.
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At Arkane it
was forbidden to use the same meshes for an interactive door and a
non-interactive door, to convey a clear design, opposed to leaving the player
lost and needing to approach it to figure it out.
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Establish a clear visual language so that the player
can learn consistent gameplay.
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We want players to
understand the situations there in, without spoiling surprises and spoil the
experience, exploration and discovery.
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Players do look
up. Due to showcasing the safety at higher ground and giving the ability to survey
the area without threat. This can also be used in any appropriate direction, by
applying the appropriate entity to convey a direction to head to.
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Affordances are important because they facilitate
player intentionality.
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Acting with
intentionality is: Making conscious choices with specific goals and
expectations in mind.
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>>Observe > Plan > Execute > React>>
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Relying on
frequent surprises for the player to react to has a side effect of not allowing
the player to react with intentionality.
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Intentionality affects
how players perceive linearity. When linearity feels bad, it’s often because
intentionality isn’t there.
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You want to design
situations in a way where the player wants to do what we want them to do, but
they feel it was there idea all along. Where if done wrong, the player will
jolt out of the experience as they are made aware of the artificiality of the
product, and won’t be engaged as a result.
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When world
building, create a world that feels unique, cohesive and meaningful.
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Ways to invoke
ideas for the player, as an example: Half-Life 2 “Pick up the can”, where you choose to obey or rebel, but it
essentially showing the player the ability to pick up and interactive with
physics objects. This is also used within its design for the story, where the
NPCs are designed to obey or rebel, so the player will relate to the game, in
response to their personal plights within their experience.
To consider affordances:
An example of
this is to consider a door, on either side is the respective sign to push or
pull, yet both sides have handles. He considers this poor design as it could be
considered misleading, and even more so if you removed the signs.
Examples of Weak intentionality:
1.
Being lost, trying to find something to do.
2.
Doing something without knowing why, only because:
a) The games UI
told you to.
b) It seems like
the only thing to do.
c) It’s a lever
in a videogame, and you’re always supposed to pull levers in videogames.
To act with
intentionality, a player needs:
1.
Choice
2.
Motivation(goals in mind)
3.
Information(from clear, consistent affordances)
4.
Time to process the information
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