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Right-side modified from “Unscaping the Goat” (Ed Byrne, Level Design in a Day @ GDC 2011) |
The "level designer" is a AAA game industry invention, an artificial separation between "form" (game design) and "content" (level design). The idea is that your game is so big, and has so much stuff, that you need a dedicated person to think about the "content" like that, and pump it all out. This made level designers upset, since they were a chokepoint in the game production process and everyone blamed them if the game was shit. To try to bypass this scapegoating, level design has changed over the past decade or two, from something vague / loosely defined, to something fairly specific / hyperspecialized.
What is the shape of this level design, what did it used to be, and what else could it be in the future?
But first, let's talk about chairs.