2019-07-01_Official_Xbox_Magazine

(sharon) #1
he fiendish puzzles. The waist-high blocks
that protect you in a firefight. The platforms
you stand on as you survey the path ahead
of you. While you’re solving them, using them
as cover or leaping across them in a game,
you probably don’t stop to think about how
these elements got right there, in that perfect
spot. They make you feel like a hero. They
make you feel like you absolutely nailed what
you were doing. And they all came out of a
level designer’s mind.
Whatever your favourite level of all time is,
these genius game developers built it. But
how do they come up with these excellent
creations that we relive, over and over, for
days, months or even decades after we’ve
finished a game? What are the toughest parts
of making a really great level? And how do
you account for us pesky gamers, who are
unpredictable, easily confused or just want to
break the heck out of a beautifully designed
stage? We spoke to the level designers
behind some of this generation’s most unique
games to find out.

Going solo
“As a human being, you feel much more
about your environment than you know,”
explains Arne Oehme, Eidos Montreal’s lead
level designer on Shadow Of The Tomb Raider.
“You understand if architecture makes sense;

ABOVE &
FAR RIGHT Many
early designs
have elements
that stay there
until the final
version.
BELOW Height and
depth are
important parts
of the level
designing
process.

T


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