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.