Developer Interview: Level Designer

Have you ever wondered how Goblin Stone levels were created? If so, then today we are taking a deep dive into the exciting world of level design with our Level Designer/Game Scripter, Daniel. Get ready for some insider tips, behind-the-scenes glimpses, and a whole lot of inspiration! So buckle up and let's get started on this Designer Devblog!

Daniel is responsible for creating content for game levels using Unity 3D and implementing environmental events and level loops to make the world come to life. 

Let’s hear what he has to say about his work.

 
 

How would you describe your experience working in Orc Chop Games as Level Designer/Game Scripter?

It was quite daunting at first, as this is my first time working in a game design related role. The responsibilities were fresh to me, and because I had no previous experience, I had to learn new things from scratch and experiment. To be honest it was quite tough, but it was also fun.

What inspired you to become a level designer?

I’ve always wanted to be a game designer ever since I was in high school. But I got discouraged because I was terrible artistically. So that got me to pursue a more technical pathway into the games industry. Originally, I worked as a game programmer and, although fun in its own right, it wasn’t quite what I was looking for. One thing led to another, I discovered the nature of what a level designer / gameplay scripter does and I immediately got hooked because of how creative and technical it is. Never looked back since.

 
 

What is your thought process when designing a level? Where do you find inspiration?

One thing I usually do is to look at my surroundings. You’d be surprised that even the things on your desk can make an interesting level with a little imagination and creativity.

Imagine this scenario: Think of a miniature version of your character. Your character is at the bottom of your desk, and the goal is for your character to reach the top of your desk.

 
 

How will your character accomplish this goal? What obstacles will your character have to go through along the way? This is the fun part, because you as a level designer have to solve these problems.

Maybe your character can climb up a wire dangling on your desk. Or maybe there are other objects in your room that are low enough for your character to reach, and then those objects can be used to reach other objects. This is the mental exercise that I usually do on a daily basis.

 

The level beats depict the major events and activities that the player will engage in, as well as how these will be spaced out and timed throughout your level.

 

How do you work collaboratively with developer, artist, producer and community manager in Orc Chop Games?

Communication is key. In times when I need a software tool that will help me work more efficiently, I ask the developers for it. If I need guidance on how the level should look like and how it can be easy on the eyes, I ask the artists. If the community managers need clarification on some features in the game, I can answer because I’ve conceptualized some of those features as well. And I give updates to the producer so that he can keep track of my progress.

As both time management and organization are important skills within this profession, what techniques do you find useful when working on Goblin Stone?

Learning to seek help. I understand that I don’t have the best ideas or the best judgement for my levels. Which is why it is important to perceive how others see your work. Most of my teammates know a lot more about the game than me, so it is important for me to learn not to shy away and ask for guidance.

 

Scene design for Unique Scenarios

 

What's the hardest part of designing levels for Goblin Stone?

It’s one thing to make a good level, it’s another thing to make a good level using recycled resources. Assets take time, and coding takes time. So to reduce work loads on other departments, there will be times where you have to make do with assets you already have. I’ve had cutscenes where I plug in animations from a Human to a character of a totally different race, and somehow made it work. It really pays off to be resourceful.

Before we wrap up this interview, is there anything you'd like to say to our community and aspiring level/game designers?

Thank you so much for supporting our game. It means so much to us that you support our game the way you do, and I am extremely grateful for that.

As for the aspiring game designers/level designers out there, just understand that if you yearn to be in game design, my advice for you is to get out there and interact with other people in the industry. Never underestimate the power of connections, because you’ll never know who can help you get an opportunity.

To be really honest with you, I was lucky to even be here. It’s not an easy industry to get into, but if your passion is strong enough, you’d be surprised at how far that passion gets you. It’s hard but not impossible.