Level design 101: the language of location development
<p><em>We’ll delve into the historical origins of the level design profession, the various related roles, understand what level designers contribute, and outline some basic approaches to level design.</em></p>
<p><img alt="" src="https://miro.medium.com/v2/resize:fit:875/1*sjzUHRP6cxijRZ0Sy3J6Nw.jpeg" style="height:394px; width:700px" /></p>
<p>Hello! My name is Vasiliy Skobelev, and I’m a Lead Level Designer at Pixonic, MY.GAMES. Once upon a time, someone defined <strong>game design</strong> as “motivating the player to take certain actions.” That’s a good description. To paraphrase that idea a bit, I would describe <strong>level design</strong> as: “Motivating the player to take certain actions via the environment where a player character exists.”</p>
<p>Why did we begin by defining game design, even though the title of this article would suggest I should be moving to establish level design as its own independent niche?</p>
<p>This is for a pretty simple reason: as level designers, our first, and primary task, is to reinforce the mechanics created by game design within the gaming environment; to give the player a chance to play. (By the way, I added this phrase about “a player character” in my level design definition upon hearing repeated disputes about the interface in discussions on level design. Let’s forget about that during this article: after all, the UI almost always exists outside the game environment and isn’t a level designer’s tool.)</p>
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