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The New DOOM Thread (2016)

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Aug 10, 2012
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game designers back in the day used to be engineers, now they're fags with pseudo art degrees who think learning a given computer tool or engine is a substitute for actual knowledge of cause. it's a top-down view and it never works, decline everywhere is exemplified by this same phenomenon, people who try to run before they know how to crawl.
 

thesheeep

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Now, in the courses I know level design is a part of, but in one to two years you can only learn that much and level design is only one part of the picture. I know of no school/university specifically teaching "level design". At least not here in Berlin. Then again, this is Germany, the digital stone age, so who knows.
Myself, I probably had two level design courses, not more. But that was just my study, I know other schools (like the one I hold lectures at now, ahem) have a more focused approach here.
That would make sense if someone has no prior experience designing or programming but wants to get into game design. You have to start at square one, understanding how to use programs, communicate with coworkers, detect bugs, and so on. I imagine schools would focus on that first, and then follow up with actual principles of design and whatever won't eat up memory on consoles. You probably can't focus much on judging each individual's attempts at level design in just two semesters, especially if they're lecture classes. Most lecture experiences I've had haven't given me much in-person feedback on my work.
Yes, exactly.
There is a limit of how much you can learn in so little time, and this one year was honestly not enough to learn all basics of game design, just some good input to get you started.
That was one of the biggest gripes most had with the game design course of that school. It was just too short.
 
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DraQ

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Chrząszczyżewoszyce, powiat Łękołody
One rule that I learned there, and which applies not only to level design, is that things have to make sense in the context of their world.
If there is a broken crate somewhere, why is broken? What lives in that level that could leave such a mark, etc.?
Don't just put a bunch of crates somewhere because you need cover for your shooter, put them there because they make sense there and put enemies there because it makes sense in the context.
A level has to support the gameplay of course, but a level falls apart immediatly if that is the only thing it does. And it may even be harmful (see Final Fantasy or other corridor games).
Somewhere on the 'Dex a gamist is boiling with rage to the point of screaming himself comatose.
:M
 

vonAchdorf

Arcane
Joined
Sep 20, 2014
Messages
13,465
game designers back in the day used to be engineers, now they're fags with pseudo art degrees who think learning a given computer tool or engine is a substitute for actual knowledge of cause. it's a top-down view and it never works, decline everywhere is exemplified by this same phenomenon, people who try to run before they know how to crawl.

It's probably the same as in computer science, where people think, learning an IDE or a language are the basics when in reality, it's math, logic and the principles for which you don't even need a computer, but can draw them on sheet paper (e.g. a program flow chart).
 

Alfons

Prophet
Joined
Jul 25, 2014
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1,031
The first question is always "So what does a Game Designer do?". The number of people who simply cannot answer that correctly is amazing.
I'm intrigued. What is the correct answer?
 

bylam

Funcom
Developer
Joined
Oct 30, 2006
Messages
709
There isn't any "correct" reply, but anybody who mentions pacing, player direction, encounter design, level design, system design and are sympathetic to player experience scores some points.
And while that may seem obvious to you, a lot of people I interview don't seem to have thought it through past the job title on the application. They just sit with their mouths hanging open and then reply with something inane like "The person who uses the tools to make the gameplay"
 

bylam

Funcom
Developer
Joined
Oct 30, 2006
Messages
709
Sounds like the kind of bullshit question that makes you want to pull a chainsaw during job interviews
Nah, if you interview for a Game Designer job you should have a fucking clue what the job is about.

I mean, to get to interview you have to have completed a written test. The interview is to confirm if the test was a fluke or if you have actual talent.
 
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people are oblivious to the obvious now, you have to weed out the wheat from the chaff and figure out who's bullshitting and who's not
 

Inspectah

Savant
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Jun 29, 2015
Messages
468
The first question is always "So what does a Game Designer do?". The number of people who simply cannot answer that correctly is amazing.
It really is, i have 2 or 3 friends that failed interviews because of this kind of question.
None were for the gaming industry though
 

Martius

Liturgist
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Nov 24, 2013
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Did the enemy at 1:10 stop his attack, so the player could choose his weapon? LOL videogames suck.
On earlier videos I thought its some kind of bullet time when choosing weapon. I guess they couldn't think of any other way of implementing fast way of choosing one of many weapons.
 

m_s0

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Jun 18, 2009
Messages
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Did the enemy at 1:10 stop his attack, so the player could choose his weapon? LOL videogames suck.
On earlier videos I thought its some kind of bullet time when choosing weapon. I guess they couldn't think of any other way of implementing fast way of choosing one of many weapons.
I've heard legends of a time when this wasn't an issue, of something called a board of keys. Truly, it must've been a sight to behold. Pity that incredibly advanced technology is now completely lost and we're forced to used the shittiest control schemes imaginable.
 

Martius

Liturgist
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Nov 24, 2013
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I've heard legends of a time when this wasn't an issue, of something called a board of keys. Truly, it must've been a sight to behold. Pity that incredibly advanced technology is now completely lost and we're forced to used the shittiest control schemes imaginable.
Hopefully there will be at least option to turn that off on pc but game will probably be balanced with that feature in mind so probably it wont change much.
 
Self-Ejected

Excidium II

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Did the enemy at 1:10 stop his attack, so the player could choose his weapon? LOL videogames suck.
On earlier videos I thought its some kind of bullet time when choosing weapon. I guess they couldn't think of any other way of implementing fast way of choosing one of many weapons.
I've heard legends of a time when this wasn't an issue, of something called a board of keys. Truly, it must've been a sight to behold. Pity that incredibly advanced technology is now completely lost and we're forced to used the shittiest control schemes imaginable.
Consoles ruin control methods. Whole genres. Everything.
cringe
 

T. Reich

Arcane
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Apr 15, 2013
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not even close
Did the enemy at 1:10 stop his attack, so the player could choose his weapon? LOL videogames suck.
On earlier videos I thought its some kind of bullet time when choosing weapon. I guess they couldn't think of any other way of implementing fast way of choosing one of many weapons.

Multiplayer vs keyboard+mouse player: "You're CHEATING! You shot me while I was changin muh weapons!"

Next multiplayer patch from Beth: "Due to overwhelming player feedback, keyboard+mouse control scheme is now disabled for multiplayer for all players. Additionally, when any player on the map enters the change weapon menu, all other players on the map can't fire their weapons".

Best game! :d1p:
 

vonAchdorf

Arcane
Joined
Sep 20, 2014
Messages
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The action should be so smooth and so fast, art director Hugo Martin said, that players should "feel like Bruce Lee with a shotgun on a skateboard."

Maybe the art director should focus not on the speed but on the brown enemies in front of brow backgrounds.

They also adopted the brutal takedowns because of "speed".

This dedication to speed also drove the adoption of the glory kills, the brutal hand-to-hand finishing moves that drew a lot of attention during Quakecon last year. The core loop of gameplay is known by id as "push-forward combat," so anything that makes players slow down and pause is immediately removed.

Because sitting through boring and repetitive takedowns is faster than running over a health pack.

http://www.pcgamer.com/doom-feels-like-bruce-lee-with-a-shotgun-on-a-skateboard-says-id/
 

Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771
The action should be so smooth and so fast, art director Hugo Martin said, that players should "feel like Bruce Lee with a shotgun on a skateboard."
This dedication to speed also drove the adoption of the glory kills, the brutal hand-to-hand finishing moves that drew a lot of attention during Quakecon last year. The core loop of gameplay is known by id as "push-forward combat," so anything that makes players slow down and pause is immediately removed.
 

Starwars

Arcane
Joined
Jan 31, 2007
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2,834
Location
Sweden
God that looks fucking terrible.

The gunplay kinda looks like a less good version of Bulletstorm.
 

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