Interview #1 with Answers from Bobby Pavlock:

Bobby Pavlock is a level designer for Rogue Entertainment.

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?

Well, I don't know if I would say I feel anything is really missing in the levels themselves. What I would say is that the main thing I think that is missing from level design in general is time - the time to do everything you want to do in a level to make it really feel like you've done everything you can to make it as good as possible. We definitely run into the time obstacle as developers, with the constant pressure of meeting deadlines and release dates and whatnot. Believe it or not, even spending 8+ hours a day designing levels oftentimes isn't enough to be able to do everything you want to do in that level. Amateurs also run into time problems (or atleast I know I did) as most users making levels have other responsibilities in life like school or work which eat up a majority of their time in the day. Wouldn't it be nice to have all the time in the world to do nothing but make levels exactly how you wanted them to be? :)

Do you think there is a solution for this?

Unfortunately, I don't see a solution to this any time soon. In fact, it may even get worse, with the constant rise in technology allowing the designer to make bigger and better worlds, yet at the same time, the pressure to get a game finished and out the door in an efficient and timely manner is constantly increasing. Like they say, when it comes down to it, the money talks.

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'm a big fan of doing something different than the norm, something that stands out. Nice architecture and good gameplay are becoming more standard as level designers, both professional and amateur, are constantly improving their skills. The standard from just a few years ago in the Quake 1 days are exponentially higher. The line between "professional" and "amateur" is starting to blur, IMO. Especially as a "professional", I'm constantly trying to think of something new or unusual I can implement in my levels, whether it be a different look or feel, or some cool use of entities that hasn't been done before. For example, in my days as an amateur, when Quake2 first came out, everyone was doing levels with the "base" textures. I got so tired of seeing base level after base level. I decided to use the "palace" textures for my first Q2 level. Even a simple use of a different texture set was enough to make my level stand out, and it received alot of praise and recognition for being so different. Novelty and innovation are what will make your levels more memorable than the rest, IMO.

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?

My biggest area for improvement is gameflow/gameplay, especially in single player. Building the levels and making them look pretty is pretty easy for me by now. But I'm always trying to improve my abilities to plan out and design good gameplay elements throughout the level, so the player has more to do than run around in a pretty environment. Making a level look pretty is only half the job. Making the level fun to play is the most important element of level design, IMO.

Are there any particular settings or themes you favor over others? If so, why?

I am a big fan of large scale gothic type architecture. I love the architecture of huge castles, cathedrals, and palaces from the middle ages. It looks so grand and majestic and detailed. I enjoyed getting to work with Episode 3 in Daikatana (the Dark Ages).

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?

For me, it varies. Alot of it depends on what resources are available at the time. As an amateur working with complete tools and resources, I preferred working on an area until I had it all fixed up and looking just the way I envisioned it (architecture/lighting/textures/etc.) before moving on to the next area. But when you're working on a game in progress, you're often working without all the tools/resources available at the time. So I have learned to work with what is available at the time and then move on to the next area. As the tools/resources are completed I then can go back and polish up the areas that need it.

What are your favorite 3 levels from any FPS game? Why are these your favorites?

Doom2 Map1 is definitely one of my favorite levels of all time. Not for the level design though. I spent countless hours of my life back in the Doom2 days deathmatching on Map 1, learning all the tricks/strategies behind it. Playing it so much has kinda earned it a special place in my heart. Beyond that, it's really a crap-shoot for me. There are so many cool levels in Quake, Quake2, and Half-life, as well as other games, that I can't really think of 2 that absolutely stick out in my mind.

Which games do you feel have had the most impact on level design in terms of quality and execution of design?

Doom2 obviously had a major impact on level design. For alot of people (like myself), it was their first introduction to the world of level design. It was amazing to see how far the community pushed the limits of Doom2 WAD building. Then, of course, there was Quake - the first true 3D environment in which we could build levels. Next came Quake2, which I personally feel upped the ante. It introduced a slew of fun new level design toys to play with, and introduced alot of new design ideas, like realistic outdoor terrain, instead of the straight vertical walls and flat ground from Quake 1. And finally came Half-Life, which took the idea of interactivity and story development through level design to an entirely new level.

Do you get inspiration for themes from movies or real buildings? If so, list them and your reasons why.

I get inspiration from everywhere and everything, whether it be movies, books, real life, etc. I can't remember when it started really, but for as long as I can remember doing levels, I constantly find myself thinking of everything I see in terms of level design. Everywhere I go and everything I see or read about, I ask myself "Would that look cool in a level? If so, how could I incorporate it into one of my levels?" Things like that. I'm always staring at real-life architecture, looking at architecture in books, magazines, on the net, or in movies trying to draw inspiration from what already exists in real-life and what people have concocted in their imaginations.

What is the most challenging aspect of level design in your opinion, and how do you approach that challenge?

I think this goes back to a couple things I said in previous questions, but for me personally, the most challenging aspect of level design is creating the world I envision to its fullest potential in the given time frame, all the while trying to make sure there are some new and fun gameplay elements that will make it stick out from the crowd. Planning the level out beforehand goes along way to solving this problem, but more times than not, I usually end up having to call the level finished whether I feel like there's something missing or not.

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?

As far as technology has come in a relatively short amount of time, we are still restricted to the almighty r_speeds (atleast in the generations of the Quake engine). I eagerly await the day where as a level designer, I can sit down and make a level with virtually no limitations, making it as expansive as I want, and able to add as much detail as I want. But then, that brings us back to the whole time issue again now doesn't it :)

I do believe that in the near future, though, that technology will be to the point where we can more or less operate with free reign, our only limitations being our own imaginations. Until then, I'll continue to look for ways to work around the limitations.


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