GameDev

"Work for quality, not deadlines": Atomic Heart designer on creating game locations

"Work for quality, not deadlines": Atomic Heart designer on creating game locations

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Creating a captivating location for a game requires a deep understanding of various aspects of game design. We reached out to professionals in the fields of level design, 3D art, game design, and environment art for their opinions and recommendations. We've compiled six essays in which they share their experiences and offer advice for those looking to master the art of level creation. These materials will help you better understand how to make a gaming space engaging and memorable for users.

This material is the second part of a series dedicated to the secrets of game level development. In this article, level designer Vasily Skobelev shares his experience and knowledge in this field.

Vasily Skobelev

I've been developing games for over eight years, and during this time I've often heard the question: "How do you create the perfect level?" Unfortunately, many expect to hear examples from AAA games, where developers share their knowledge of programming or specific design techniques. However, creating the perfect level requires more than just technical skill; it also requires a deep understanding of the gameplay, audience, and project goals. It's important to keep in mind that each level should be unique and engage players while also striking a balance between challenge and enjoyment.

The secret to success in software development lies not only in knowledge of modern tools and technologies but also in the right approach to work. Development culture plays a key role in creating a high-quality product. It's important not only to accumulate experience by completing numerous tasks but also to develop critical thinking, teamwork, and adaptability. This approach not only improves the quality of the final product but also promotes the professional growth of developers.

What do I mean? It's very simple. To make this essay truly useful, I won't reveal the secrets of developing content for specific genres, platforms, or engines. There are already plenty of such guides online. Instead, I will offer a few universal rules that will suit level designers of various disciplines. Let's get started.

The main rule to follow is to avoid rushing your work. The only exception is during a test assignment during a job interview, where employers may require the work to be completed as quickly as possible. This stems from a tradition aimed at motivating applicants not to procrastinate. Rushing can negatively impact the quality of the work, so it's important to devote sufficient time to each stage to achieve the best possible result.

In most cases, you should focus on quality, not deadlines. As soon as the race for speed begins, quality inevitably deteriorates. Remember the release of Diablo 2: Resurrected and the critical bugs that arose in online mode. It's unlikely that any player said, "At least they did it quickly." In art and creativity, speed is never taken into account when evaluating quality. What matters is not how quickly a project is completed, but how well it is executed. Quality should always be a priority, as it is what forms the true value of the work.

Early gameplay of Diablo 2: Resurrected Image: Diablo 2: Resurrected / Blizzard Entertainment

A person cannot work with the same efficiency all the time, and this is natural. When productivity declines, do not force yourself to work without a break. Instead, take a break to refresh your thoughts, recharge, and think about the design. Sometimes an entire day can be spent on unsuccessful attempts, and that's also normal. It is important to be in a comfortable environment and strive for a high-quality result, rather than mechanically copying a layout. An optimal workspace and time for recovery will help you achieve better results.

We are approaching the second rule. Work on the idea. It is important to remember the purpose of choosing a location and the ideas you want to implement. The location should support and enhance your ideas, and not simply exist without content.

Red Dead Redemption 2 is a game with both strengths and weaknesses. It includes a drawn-out narrative, slow animations, and unpredictable weapon contamination. However, every element is aimed at achieving the project's main goal: to create an authentic Western feel, allowing the player to feel like a hero of this genre.

Create a list of locations you want to work on. This can be a list of ideas that range from general concepts, such as "create a cylindrical location" or "implement two tiers of height," to more detailed tasks, such as "bend the stairs at point X at an unusual angle" or "add shelter to passage B." Don't forget to sketch out a level diagram to visualize your ideas and improve the structure of your project.

Molecular level diagram, also called a bubble diagram Image: Cindy Aime / Pinterest

Creating a terrain map can range from a simple molecular diagram with nodes like "bridge" and "lighthouse" to a more detailed representation with specific proportions. You can also depict the location's view from a specific point, as the player would see it upon entering. It's important to refer to your notes periodically as you work, as some details may be missed. Writing things down on paper can help you capture important moments and ideas that may arise during development.

A top-down view of the level (left) and a perspective sketch of the same level (right) Image: Andrew Yoder

Approaching a less obvious aspect, it's worth noting that being the author of a location doesn't mean controlling every decision made in it. Don't be afraid to share your decision-making process and conduct playtests. Surprisingly, you don't need to think through every detail and every change at the level of the locations themselves in advance. Allow your team to contribute their ideas and suggestions; this will enrich your project and make it more multifaceted.

Get feedback from colleagues. The best approach is to discuss your ideas for the location before implementing them. If you strive for the most interesting experience, I recommend testing your ideas with different colleagues individually. This will allow you to get constructive feedback without group influence. Give people the opportunity to "voice" their thoughts on the location.

Ultimately, you will remain the author of the project, since you initiated all the processes and assembled the final version in the game editor. Feedback will now be factored into the game's development, allowing your colleagues to feel involved. In some cases, they will even be held accountable for certain decisions, which will strengthen team spirit and improve the quality of the final product.

Keep trying and exploring new possibilities and you will definitely achieve success. The main thing is to remain persistent and not give up.

  • Atomic Heart page on Steam
  • Vasily Skobelev's blog on Telegram

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An artist from One Day More shares his experience creating game locations and emphasizes the importance of finding references as the first step in this process. References help determine the style, atmosphere, and details that need to be considered when developing unique game spaces. It's a good idea to start by studying various sources: from concept art and photographs to films and video games. This will not only help you gain inspiration but also understand which elements will be most effective in creating an immersive game world. The right approach to finding references is a key factor for the artist's successful work and the development of high-quality game locations.

The profession of 3D artist

By taking the course, you will learn Autodesk Maya, Blender, Houdini, Substance Painter and Photoshop from scratch to a professional level. Learn 3D modeling and add more than 20 practical works to your portfolio, and become a sought-after 3D artist. In a year, you will master a profession in demand in the film and gaming industries. In the picture: the work of course participant Dmitry Danilov.

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