Some #leveldesign advice: Don’t worry about always having to be aware of every piece of theory and shoving it all into your work. Sometimes it feels like everyone is holistically balancing flow, metrics, lighting, colour theory, composition, goal signaling etc but they’re not.
You rarely start with a fully formed idea and implement it. Part of design is discovery. Once you have something fun, you might look at ways to improve composition. You might have an idea that specifically involves lighting and change something or resolve some pacing issues.
Eventually these things come more naturally to you but you’ll never suddenly make all the right calls right at the start. If you want to spend a day focusing on colour theory, go for it. Just remember as a level designer you’re making the experience of PLAYING the level.
You’re (usually) not solely responsible for individual elements like lighting and environment art but you should be conscious of them and, preferably, be collaborating with your peers in these respective disciplines early on anyway.
When I started out there were very few level design resources that spoke to what I did or wanted to do in the discipline. I would be recommended books filled with theory from other spaces like architecture and photography and interior design. It all felt a bit much to track...
And all this stuff will make you a better designer but nothing is quite like making a space for interactive play. You can rest assured about slowing down and taking it in iterative steps, not worrying about each page of 101 things I learned in architecture school every moment.

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More from @MotleyGrue

29 Dec 20
Getting to that time of the year where I log in to LinkedIn.
500 notifications. Logging out for another year.
Didn’t even consider the implication that my dumb LinkedIn joke made it look like I was job hunting, which probably tells you all you need to know about my plans for the future 🐾 ❤️

I DID get headhunted for an Animation Director position in China though...sorry @kurtmargenau
Read 4 tweets
29 Nov 20
Gonna talk a bit about non-linear #LevelDesign in #WorldOfWarcraft because I've obviously been thinking a lot about it recently. To catch people up, WoW has gone back to a linear progression through zones from a "go where you want" mentality during the levelling experience.
It's played with these concepts on and off for years. Once you hit max level obviously you go back to free roaming but levelling is where the majority of the story is experienced and its here that these concepts of worldbuilding matter most.
You'd think in an open world RPG/MMO, this would be a backwards step in design due to a loss of agency. However, WoW has a unique problem in being a massive (old) MMO where player's don't really have much agency over the world. It's a theme park.
Read 11 tweets
24 Aug 20
One of the hardest challenges on The Last of Us Part II was creating a context for specific events without the player noticing. For example, a buddy character opening a door and stumbling into an ambush that doesn’t feel contrived (e.g. what if I’d arrived at the door first?)
Generally we always want buddy characters ahead of you, simply for the fact that their animated performances can elevate an experience and build their character. But we can only vaguely guess where the player will be in the future, lest we resort to VERY linear level design.
While TLOU2 IS a linear game, we wanted to open up level design more and remove the sense of the designers hand. The levels I worked on for example (Seattle Downtown, The Shortcut, Scar Island) are all typically wide with usually multiple paths (Downtown especially).
Read 11 tweets

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