Initial Essay Plan Structure
Contemporary Contextual Design
Essay Question- “Does the simplicity of human-centric design in modern technology such as mobile devices and digital input devices cause a negative impact of the rate of thought given by humans?”
Plan- Lineal structure of Essay:
1. Introduction to the subject matter, discussing some of the sub-topics will be discussed and summarising what the essay will be about.
Opening statement into modern technology that clearly describes just how human-centric design is focused in product design to assist people and how that could affect the human thought.
A response to that statement, giving the reader something to think about that will lead them further into the point or purpose of the essay. This leads into the opening paragraph after the introduction.
2. This paragraph will be used to provide information based on research done around the subject to inform the reader of what will be talked about. Also, additional information will be provided in order to link in with any points that will be made so that when the points are brought across, the information has already been provided to the reader and they will have some understanding regarding the topic at hand.
3. Analytical point (the first point) that will support the ‘argument’ in this essay. The first analytical point will be the point that people perhaps rely on technology too much and that devices are often designed around comfort and ease of use for people. Due to this people don’t always understand how to fully use the technology that they are using at the present time.
Evidence and explanation to the point made currently that will give some understanding to the reader of the point being made. Illustrations will be used during the explanation of the point to help give the reader a visual understanding of the point.
4. Analytical point (the second point) that will support the ‘argument’ in this essay. The second analytical point will be the point that design is fundamentally hindered due to factors such as cost efficiency and energy efficiency that hinder the potential quality of the product.
Evidence and explanation to the point made currently that will give some understanding to the reader of the point being made. Illustrations will be used during the explanation of the point to help give the reader a visual understanding of the point.
5. Analytical point (the third point) that will support the ‘argument’ in this essay). A decision has not been made upon what will be used as the third point in the essay.
Evidence and explanation to the point made currently that will give some understanding to the reader of the point being made. Illustrations will be used during the explanation of the point to help give the reader a visual understanding of the point.
6. Conclusion and recap to the essay and general thesis in the subject matter. A summary of the points made will be given and finally a closing statement will be used to keep the reader thinking about what they think could be the ‘right answer’ (if there is theoretically a truly right answer).
Assignment 2- Route to industry
Aspired Role- Level Designer
What is a ‘Level Designer’?
A level Designer is primarily a member of the team that designs and creates levels within the Games Design process. Level designers use level editors to arrange and produce level layouts and often do simple programming to implement some of the environmental mechanics within the level. Many of the factors in creating a level, which a level designer will need to implement into the game levels include: scripted/ triggered events, environments, day/night cycle, advanced lighting, adding in characters (including NPCs), adding dialogue and dialogue scenarios, and arranging the level environments.
A level designer also will often have to work in a team or with other individuals to create the levels and test the levels for quality purposes and to see if there are any bugs. Level designers usually will need to train QA testers communicate effectively with team members.
Skills/ Qualifications needed to become a Level Designer-
The skills needed to gain a level design job will vary dependant on the company the applicant wishes to apply for. For example, ‘Treyarch’ may wish for a candidate that has a familiarity with recent shooters, and has previously worked on published AAA titles, whilst ‘Sledgehammer Games’ may wish for someone with experience in specific software (such as Radiant, Unreal Engine, Hammer, and other first-person shooter engines) and strong programming experience with languages such as C++ or LUA (David Mullich). Whilst there are specific skill sets various companies ask for, every level design position has a very similar set of general skills that are required to acquire the position and effectively do the job given.
These are examples of such skills:
Strong sense of space, pacing, and composition (Mandi Grant)
Strong passion for Level Design and video games (Pralie Dutzel)
Previous experience within the game industry in similar roles (1-3 years) (Pralie Dutzel)
Strong knowledge of level editors and plenty of experience using them (Pralie Dutzel)
Highly Creative (Pralie Dutzel)
Strong character (this includes: good communication skills, professional attitude, motivated, decisive, committed to the work/ job, and able to work well in a team) (Pralie Dutzel)
Able to train QA testers to play/ test the game (CreativeSkillset.org)
Have good general I.T skills (CreativeSkillset.org)
Good understanding of Game Design Theory (CreativeSkillset.org)
Basic programming knowledge (CreativeSkillset.org)
Be very organised (CreativeSkillset.org)
Have a strong reel of work to show to an employer
Current Level Design Experience
Currently, I have only used Unreal Development Kit and Unreal Engine 4. I am aware of other level editor software and am yet to use them. Within Unreal’s level editors, I have created simple mechanics with game level and functioning playable gameplay (shooter free for all-UDK).
I have learnt a fair bit of Game Design Theory throughout my 5 years of higher education (Education level 3- 5) and I have used various 2D, 3D, and level editor software.
Examples of my work that is relevant to level design is included below- (Environment modelling, prop modelling, and level design.
The above images are all renders of assets included in the Unreal Engine level video included above. These are just some of the assets included in the modular level design project i did. I feel i have learnt a good understanding for what makes good modular level design and i can see what is bad and what is good in my level. I understand more for the artistic elements of level design than the technical elements, but i do understand how gameplay must tie in to the design of a level you make and how you must consider various factors when creating appropriate assets for levels.
Generally, I don’t have a set art style in my work, I try to make my level look believable. I aim for a good level of ‘modularity’ in my level design, and I feel at present, I have a lot more experience to gain from using different level designs. For example, in the level shown above, the level is linear, with only one or two paths for the player. In future, I would like to add more substance and vibrancy to my levels. I believe player choice is quite an essential illusion to present upon the player, and will aim to show this in more complex levels.
What do I need to do in order to acquire my ideal position?
To become capable of being a professional level designer, I need to not only develop my current skill set, but I also need to build upon my experiences and learn more in order to understand level design at a higher level. I also need to learn new skills and gain more experience using other design software. An example of a level editor I aim to learn and use is Unity. Many level editors, including Unity, require learning basic programming languages in order to create functionality within various factors of the level. Programming is my weakest point currently, so I will need to improve in this area the most. I already have a fair understanding of 3D modelling and how to create complex models, but it is important to remember that a very high knowledge of 3D modelling is required to show I understand 3D spaces and 3D visualisation.
Image source reference- Joel Burgess. (n.d.). Retrieved April 23, 2017, from http://fallout.wikia.com/wiki/Joel_Burgess
Joel Burgess’ Blog/ Site- Burgess, J., & profile, V. (2017). Joel Burgess. Blog.joelburgess.com. Retrieved 23 April 2017, from http://blog.joelburgess.com/
Joel Burgess is a level designer. He has worked on famous titles such as: The Elder Scrolls IV: Oblivion, Fallout 3 (including various DLC titles), and Fallout 4.
Joel Burgess has an interesting path into the industry. Below is the route Burgess took to reach his first level design position-
2001- Graduated A.A. Music Theory & Performance (College), 3D Artist, UCF GAMES Lab
2002- Featured at IAAPA convention 2002, 3D Artist, UCF GAMES Lab
2003- Featured at ESA conference, Savannah, GA 2003, 3D Artist, UCF GAMES Lab, Art Director & Designer, Dezign Corp.
2004- Graduated B.A. Digital Media: Interactive Media (University), 3D Artist, UCF GAMES Lab, Level Designer, Terminal Reality
2005- Level Designer, Terminal Reality
From this brief list, we see many of the years Burgess is attending educational institutions, he is also building a network, gaining experience, and working on various projects. It is particularly interest to note that he did not seem to know what career he wanted at an early stage. He chose to do a course in Music during college, but then changed to Digital Media during university.
Whilst he seemingly/ presumably did not know what career he wished for, it is interesting to know he kept his options open and was always working on something to build up his experience. I feel like this experience must have provided Burgess with a strong set of varied skills, making him quite prepared for life after education. From researching Burgess’ history and background, i believe i can take note on his experiences and follow a similar path into the industry. By varying his work load and projects, Burgess learned a great deal, and eventually found his path toward his desired goal as a Level Designer.
Since then, Burgess went on to become a successful Level Designer, even working as a Senior Designer on projects such as Fallout 4 and The Elder Scrolls V: Skyrim. To further validate the skills he has since learned from such experiences, Burgess has held many talks in regards to his workflow and area of work.
G. (2016, January 22). How We Used Iterative Level Design to Ship Skyrim and Fallout 3. Retrieved April 23, 2017, from https://www.youtube.com/watch?v=PhW8CY8XkFg
In the above video, Burgess discusses his experiences in working as efficiently as possible in various projects when working for the company ‘Bethesda Studios’. His workflow, based on his comments in the above video, seem to be quite strict and target-orientated. Also, he mentions that he had to work on many other things at different stages of development. For example, he says that at the start of development there wasn’t enough content for him to work on the level design much, so instead, he worked on areas such as scripting, programming, and completed other necessary tasks to further the development progress.
Image source reference- (n.d.). Retrieved April 22, 2017, from https://checkout.bethesda.net/store/bethesda/en_IE/pd/productID.1268923800/currency.GBP
Arkane Studios are a subsidiary of ZeniMax Inc. This means that Arkane Studios is a relative company to Bethesda Studios (who is also owned by ZeniMax Inc.). Arkane Studios is a AAA game company, with studios across the globe in countries such as USA and France. Famous titles developed by Arkane Studios include Dishonored, Dishonored 2, and Prey. These games are generally visually/ graphically appealing, have strong narrative, and action-packed gameplay.
I have looked at various jobs from Arkane Studios. Two jobs piqued my interest and related to my chosen industry field.
One job was a Level Architect.
Level Architect- ZeniMax Jobs. (n.d.). Retrieved April 24, 2017, from https://jobs.zenimax.com/requisitions/view/720