Wednesday, March 28, 2012

Challenge Accepted

I started creating video game worlds when I was 12 and I noticed in Half-Life’s manual that I could install its level editor for free. From that point on I just kept making maps and experimenting, first with the program itself, then with design. I’m 24 now and in all my time of making maps, hundreds of them, I've only officially released one. I really want to change that. I’m trying to learn more, to hone my craft by reading more material on level design, I’ve started doing more planning for my designs, and I’m also entering into a mapping contest.

Reading articles such as Alex Galuzin’s How to Plan Level Designs and Game Environments has helped guide me in the right direction. There is a map I’ve been tinkering with for a while now, pl_island, and while I haven’t created a design document for it in the strict sense, I’ve answered a lot of questions about it that I hope will solidify my vision for it. Up until this point I’ve just been sketching ideas without really creating any kind of formal preproduction documentation, so my ideas go largely unguided which means that I never have to settle on an idea or even finish a map. I will complete this map but
I've put pl_island on hold for now to work on my map submission for GameBanana’s Dangerous Cargo map contest.

One of my reasons for entering in this contest is the 40 day submission deadline. Lately I’ve wanted to see how I’d fare at creating a map with a very limited time constraint. Constraints present challenges and I think the process of overcoming those challenges can catalyze if not greatly amplify creativity. But it’s not just the brevity of the deadline that interests me, it’s the deadline itself. It surprises me now looking back that I’ve never imposed a deadline on any of my maps before. Now I see why this is really a necessity. Not only does it offer real world experience, but when a project has a deadline the project must be planned in order to ensure its completion. This planning helps in understanding the workflow and encourages adherence to a schedule.

This time I started my map with a few loose sketches and a formal design document. The document details the map’s purpose, features, environment, gameplay goals, and plan. Setting my own project deadlines has helped me realize my goals as being within reach. I’ve been using my time more wisely and have kept my efforts focused with this design foundation. I’m in the conceptual phase now and the workflow schedule is really helping me push myself to work harder at my sketches. Even with a plan in place I’m sure I’ll make some mistakes but that’s something I’d be gracious of.

I’m excited about this experience and I think I’m going to learn a lot.