Level design 101: the language of location development

<p><em>We&rsquo;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&rsquo;m a Lead Level Designer at Pixonic, MY.GAMES. Once upon a time, someone defined&nbsp;<strong>game design</strong>&nbsp;as &ldquo;motivating the player to take certain actions.&rdquo; That&rsquo;s a good description. To paraphrase that idea a bit, I would describe&nbsp;<strong>level design</strong>&nbsp;as: &ldquo;Motivating the player to take certain actions via the environment where a player character exists.&rdquo;</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 &ldquo;a player character&rdquo; in my level design definition upon hearing repeated disputes about the interface in discussions on level design. Let&rsquo;s forget about that during this article: after all, the UI almost always exists outside the game environment and isn&rsquo;t a level designer&rsquo;s tool.)</p> <p><a href="https://medium.com/my-games-company/level-design-101-the-language-of-location-development-6d940a01b949"><strong>Visit Now</strong></a></p>