Interview #1
with Answers from Iikka "Fingers" Keranen:
Iikka "Fingers"
Keranen is a level designer for Looking Glass.
Questions are in
red.
What
do you feel is lacking in the levels shipped in games on the market
today, and also in user made levels? Why?
All that's lacking
from most levels is effort put into them. Of course this means my own
levels too, but it doesn't change the fact. Majority of levels even
in commercial games seem quickly slapped together. Maybe people just
don't care enough? This lack of effort covers everything from concepts
to execution, too.
Do
you think there is a solution for this?
Ya, people shouldn't
spend so much time doing interviews. ;-)
Every
level designer has developed his or her own unique style of design.
What are some of the things you do in deathmatch or single player levels
to make your levels stand apart from others?
I try and make
them enjoyable for myself, and have fun building them. Also I go for
imaginative but consistent themes.
Are
there any things about your designs or style that you see room for improvement
on? If so, what are they and how do you see yourself improving them?
I need to concentrate
more in creating a sense of actual location, which is lacking in most
levels these days... What is this place we're running around in? What's
outside of it? Q3A levels are a good (or bad) example of this; they're
just "enclosed spaces you play deathmatch in". Some UT levels (e.g.
"Morpheus") on the other hand have a very strong sense of location.
Are
there any particular settings or themes you favor over others? If so,
why?
Well, I prefer
settings and themes that don't fall into a done-before category of any
kind. It doesn't need to be "Gimmicky" to be something else than a military
installation or a warehouse or a castle with skulls on the walls.
When
you have a certain layout in mind for a level, do you have any specific
way you like to execute the design? For example, do you build all the
architecture first, then go through and do lighting etc. or do you complete
one 'area' before moving on?
I usually design
the layout first, with major areas/rooms and their connections, often
on paper. Then I work area by area, building architecture, decorating
and lighting at the same time. After the architecture is (nearly) finished,
I add the rest (items, possible enemies, etc).
What
are your favorite 3 levels from any FPS game? Why are these your favorites?
The first episode
of Doom was most excellent. Very consistently built and detailed, it
was nearly a magical experience after earlier games like Wolf3d.
The Ziggurat Vertigo
was my favorite Quake level after the first few times I played CTF in
it :-) (Remember the ax-voreball-nails grappling hook and keys for flags?)
My favorite recent
level is the already mentioned Morpheus level in UT. Excellent theme,
a lot of nice touches and great gameplay. This is the way Q3A "floating
platform" levels should've been done.
Which
games do you feel have had the most impact on level design in terms
of quality and execution of design?
Mostly the id "golden
age" games (Dooms, Quake), but also Dark Forces had many excellent levels
that defined the design style of many later games.
Do
you get inspiration for themes from movies or real buildings? If so,
list them and your reasons why.
Occasionally, but
not entire buildings... Small details and architectural features of
older buildings are good sources for inspiration. For example, when
I made my "blue levels" for Quake, they were inspired by a book cover
I saw that had a picture of a hindu temple with archways surrounded
by ancient writing etc :-)
What
is the most challenging aspect of level design in your opinion, and
how do you approach that challenge?
Keeping the whole
level as good as the centerpiece or great idea that made you start it.
People often start with a single very cool room, but run out of inspiration
with what's around it. When I was making my latest level (Ikdm9), I
had to rip out and rebuild some of the areas a couple of times just
because they looked boring compared to the central room.
In
your opinion is there anything about current engines that inhibits design?
If so, what are they and what kind of solutions might you suggest for
the future?
The only thing
that inhibits design is that many people get lost in all the visual-technical
goop and forget to actually design what they do. Building aesthetically
pleasing shapes and proportions is not dependent on what engine you're
working on, nor is good gameplay as long as the game itself is good.
An ugly, disproportional square room is an ugly, disproportional square
room no matter how many polygons you use or whether there's volumetric
fog and curves in it or not.