UE3 - General Level Design Theory - Engagement

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Sjosz

(╯°□°)╯︵ ┻━┻
Dec 31, 2003
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Edmonton, AB
www.dregsld.com
All I can say at this point is that I wish you good luck with this project. I personally disagree with the dots you are connecting between life experiences, other jobs, and the essence of being a good level designer, plainly because I do not believe that if one has the ability to connect dots, it should/could be applied to everything, and because I don't believe level design and its core principles to build a fun experience relate to having a beach party with friends, a hiking trip in the Rockies, and so on.

Perhaps this may come across as limited or limiting, but seeing connections everywhere between all things doesn't really contribute to the furthering of my knowledge or perception of what I do for a living.
Again, best of luck with your article.
 
Apr 11, 2006
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All I can say at this point is that I wish you good luck with this project. I personally disagree with the dots you are connecting between life experiences, other jobs, and the essence of being a good level designer, plainly because I do not believe that if one has the ability to connect dots, it should/could be applied to everything, and because I don't believe level design and its core principles to build a fun experience relate to having a beach party with friends, a hiking trip in the Rockies, and so on.

Sjosz, you need to free your mind man. Let go of those thetans. Listen to what you have learned in your memory (or DNA). Once you have learned how to aim (interact with) a spoon into your mouth as an infant you have learned the key tool to mastering life.
 

Hyrage

New Member
Apr 9, 2008
635
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All I can say at this point is that I wish you good luck with this project. I personally disagree with the dots you are connecting between life experiences, other jobs, and the essence of being a good level designer, plainly because I do not believe that if one has the ability to connect dots, it should/could be applied to everything, and because I don't believe level design and its core principles to build a fun experience relate to having a beach party with friends, a hiking trip in the Rockies, and so on.

Perhaps this may come across as limited or limiting, but seeing connections everywhere between all things doesn't really contribute to the furthering of my knowledge or perception of what I do for a living.
Again, best of luck with your article.
I didn't mean that fun is related to specific experiences at all, but rather on how there were build. It's about the structure. Everything shares that same structure of interactivity.

Your hiking trip would be more fun if the climbing patterns were more dynamic, more interactive, more fun. It would be even more fun if the place you are making that trip makes you feel "OMG I love that place!!". If you've made that trip twice already, will you discover new patterns? Was there a potential for that? That kind of stuff...


That structure can be applied to anything... even a beach party. Is there enough dynamic people to improve the party? Is there enough drinks? Is there enough stuff to do for everyone? What is the schedule... and is it fun? Is the friendly volley-ball tournament too long or too short? Does the place look like grabage?

The structure makes it fun. All the structure elements can be found in the 7 Principles of Engagement. These principles point you out where to look at to improve the fun factors.

Or...

Maybe if you explain me how you would improve the fun in your maps; the quality, I may be able to make myself clearer.
 
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