Professional Interview & Notes - Elliot Thewlis
Professional Interview & Notes
Elliott Thewlis Q&A
(Online Questionnaire)
Introductory
Level Designer (8 months+) – Designer @ Pixel Toys
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Questionnaire
Created: https://goo.gl/forms/gTHk0LxLgtIRRMut1
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In response to
these questions, I can conclude, that he considers that there are many factors
in order to keep the user engaged, from interesting level design, gameplay and
cinematography to name a few. But it is more important to realise the relation
between all of these entities within your project.
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The main focal points when designing mechanics/levels
always try to facilitate player agency. Everything the player does has to have
a reason, they have to be involved and if there is a reprise from anything, it
needs to have context.
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A considerable
philosophy of his is to always create a playground for any character, and
always think about controls. Mechanics and feel that they intend before the
creation of levels.
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Another is to
never tell the player “No”, If the player wants to, why not? If it doesn’t
compromise your core design, then let them.
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A few of his considered bad practices are lack of
feedback and taking only inspiration from games. Boxy levels, unless it has
context that relates to your intention.
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