Creative Process for Level Designers
Steve Lee has been a level designer since the days of Doom and Quake, and spent over 10 years working on AAA games, including Dishonored 2, Bioshock Infinite and Bulletstorm. He is now a game and level design consultant and freelancer, consulting with smaller teams, working on personal projects, and pursuing more public speaking and education opportunities.
“Some Tips on Process for Level Designers” will be designed to be useful and relevent to level designers working in all genres and team sizes. Key points to be discussed will include how to overcome the so-called blank canvas by deriving direction and solutions from your goals and constraints, the importance and meaning of designing elegantly, and some tips for playtesting and managing your time effectively throughout the level design process. Each topic will be backed by examples taken from my own work and experience, with the goal of communicating both interesting theoretical ideas, and very practical advice. Please see my GDC 2017 talk “An Approach to Holistic Level Design” for an example of my previous speaking experience – bearing in mind that I plan on my future talks being a little more friendly and informal 🙂