Thursday, August 8, 2013

Interview Tom Hanrahan


Tom Hanrahan is currently a Level Designer at Monolith Productions. Before working at Monolith, he worked at Timegate Studios on the games F.E.A.R Extraction Point, Perseus Mandate, and Files. This guy has been designing levels since he was 14 years old since he had a lot of free time (even though he was getting a C in his geometry class). When you start designing and making levels, you first have to start in doing stuff for fun and making all types of things when you have free time.

            He basically starts by designing small test rooms or areas in order to get ideas started. It basically helps him design an architectural and lighting theme for the level. Once he has his theme done, he will come up with a layout for the entire level.

            If the them is already in place and the concept artist has already dictated what he should be designing, then he usually start by drawing a complete layout for the level and then make sure that what he creates matches the scale and style of the concept.

            There is also the fact of finding inspiration and all types of references everywhere for architecture. The best thing to do as a level designer is to go to places and travel according to him. It is necessary to visit certain places to get a good sense of how you want your levels to shine and what type of aura will be good for the game play.

            The most common mistake he finds in a level design is the lack of detail. He knows that getting the main shape of the level is important, but playing in a level with no interesting qualities or little qualities is bad for a player’s experience. Even if a section of a level won’t take long for a player to explore and pass through because the part of the game is fast play, a player will capture the undetailed parts of the rooms and will hence see the game experience as intense as it should be.

            Something to always keep in mind is how you always have to make sure the level you are creating is made for fun game play. That being said, he believes that architecture has two main roles within a game level which is creating a sense of place, mood, and purpose. Then you will have to facilitate the sense of a purpose and what the player needs to do in the level interaction. Consistent architecture will unify the entire level with ease and will make the level shine much more than having a bunch of different mixed styles in the architecture.

Tuesday, August 6, 2013

GreyBOX Design Mock Up #2



                         For this homework assignment we were given the task to complete the gray box mock up and the import that again in UDK. I worked on lighting a little bit but mostly just re-aligned my environment in order to look like a whole so I can be able to rebuild the scene in UDK. It was a straight forward assignment and have much more to do in order to finish the level design.

Thursday, August 1, 2013

Military Base UDK


             For this homework assignment we were given the task to go ahead and create a game room for the models we prepared last time. It was a difficult job to set up for someone who is inexperienced in UDK. It was pretty straight forward importing the fbx files though. The one thing that really annoyed me was creating geometry in UDK, but I only think the reason for that is the weird key selections for their tools and the shortcuts are pretty weird as well.