High School Research Paper Interview

High School Research Paper Interview

Re: High School Research Paper Interview Posted by FatStrings on Thu Nov 9th 2006 at 1:26am
FatStrings
1242 posts
Posted 2006-11-09 1:26am
1242 posts 144 snarkmarks Registered: Aug 11th 2005 Occupation: Architecture Student Location: USA
I'm doing a research paper for my senior english class on level design and i'm supposed to do this interview with someone who does it, seeing as we have this great community and i figure that more interviews are better than one, i've decided to post it so anyone who applies can fill it out.

Interview Questions
1. What was the first video game you every played? When?
2. What was the first game you designed levels for? When?
3. What influenced your decision to create game levels?
4. Is this a career or a hobby?
5. What is your view concerning the effect of gaming on today?s youth? Do games promote violence?
6. How many levels have you created? Your favorite?
7. What games have you designed levels for? Which did you enjoy the most?
8. What gave you the most difficulty in learning how to design levels?
9. What resources did you use to teach yourself how to map?
10. What are the most obvious changes noticed since you began?
11. What skills would you say are required to pursue this field?

Thank's to all who fill this out
Re: High School Research Paper Interview Posted by mazemaster on Thu Nov 9th 2006 at 2:07am
mazemaster
890 posts
Posted 2006-11-09 2:07am
890 posts 438 snarkmarks Registered: Feb 12th 2002
1. What was the first video game you every played? When?

1st game overall I have no idea. 1st game I remember playing a lot was probably Civ1 around 1995. First FPS I played was Quake1 around 1996.

2. What was the first game you designed levels for? When?

Half-Life. End of 1999/beginning of 2000.

3. What influenced your decision to create game levels?

Mostly I was amazed that you could actually build things in 3D, and make levels to play in a game. I never really "decided" to make game levels - I just tinkered around, made SP maps and MP maps to play with friends on LAN, and got more into mapping as time went on.

4. Is this a career or a hobby?

Hobby. I have gotten paid to make levels for some indie game companies, but I don't do that anymore and it is not a career I want to go into.

5. What is your view concerning the effect of gaming on today?s youth? Do games promote violence?

I wouldn't be surprised if games are a factor in the growing obesity problem among kids these days. I don't belive that games promote violence. I have never seen any well-done conclusive studies that show a causal link between games and violence.

6. How many levels have you created? Your favorite?

Probably around 30 maps. Only 13 or so of decent quality. My favorite is Catacomb (on my profile).

7. What games have you designed levels for? Which did you enjoy the most?

Half-Life, HL2, UT, Quake, TGE-based games. I like mapping for HL1 the best.

8. What gave you the most difficulty in learning how to design levels?

It's a tie between wrapping my head around the concept of building things in 3D, and figuring out all the compile errors and quirks of the game engines.

9. What resources did you use to teach yourself how to map?

Tutorials that came with Worldcraft. Tutorials online. Online forums (mostly gamedesign.net - I came to snarkpit after I had learned most the basics).

10. What are the most obvious changes noticed since you began?

In mapping I certainly have a lot more skill now, but the biggest difference is that now I take a lot more time to fix/tweak/refine/test all my maps, and stick with them when the going gets tough instead of stopping and starting a new map.

11. What skills would you say are required to pursue this field?

Patience. Persistence. Ability to find information online. Time. Ability to express technical problems in writing. Starting with artistic skills, creative problem solving skills, and 3D spatial awareness is a plus, but not necessary (you develop these skills by mapping).
http://maze5.net
Re: High School Research Paper Interview Posted by Orpheus on Thu Nov 9th 2006 at 3:29am
Orpheus
13860 posts
Posted 2006-11-09 3:29am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Interview Questions
1. What was the first video game you every played? When?
First? Pong. If you can truly consider pong video. First game on a true PC was Sim City, around 1991 I suppose. [color=limegreen][EDIT] My first game was sim city, but I am having difficulty pinpointing the date. The game was relatively new though.[/color]
2. What was the first game you designed levels for? When?
Duke Nukem3d... 1998
3. What influenced your decision to create game levels?
[color=white]A friend of mine on a local BBS told me about this cool program, of all places, on the Duke cd. We were only the two of us but we had a blast creating our own deathmatch maps.

4. Is this a career or a hobby?
Hobby.
5. What is your view concerning the effect of gaming on today?s youth? Do games promote violence?
Games, at least in my home are used as teaching tools primarily. My youngest son has dyslexia and reading is a real chore for him. When we first started home schooling him, I couldn't encourage him to read in spite of the fact that I knew that he would truly need to be able to just to get through life. I finally figured out for myself that PC gaming was his joy. Since I was the one buying the games, I refused to buy any that did not require reading to play. At least to read enough to grasp the basics of the game. He reads books now, without any encouragement from me to do so.[/color]

[color=#ffffff]I do not believe gaming encourages young people to be violent. I personally believe that if someone is predisposed to be violent, they will no matter. We had violent youth far longer than gaming.
6. How many levels have you created? Your favorite?
I have created a few dozen. I have only had about 6-8 that I feel were good enough to release.
7. What games have you designed levels for? Which did you enjoy the most?
Made about half a dozen for Duke. Played around with UnrealEd, nothing noteworthy. HalfLife 1, and HalfLife 1.
8. What gave you the most difficulty in learning how to design levels?
Entity setup's. To this day I have never successfully made a functional Multi-Manager... Even copying an existing one didn't help.
9. What resources did you use to teach yourself how to map?
Tutorials, primarily online. I learned the basics for mapping with WorldCraft while being a member of my deathmatch clan "The Dirty Rotten Scoundrels" We were a relatively large clan of mappers who all taught each other things. I received my polishing right here at Snarkpit. I admit its a dull shine, but I reached my peak ability with the help of this site.
10. What are the most obvious changes noticed since you began?
The most dramatic change is the decline in the desire of others to assist. In the beginning, there were so few tutorials and sites to go to, that many were dependent on associations made while fragging maps online. Later, many sites like this one were cropping up everywhere. At its peak, there must have been several dozen sites similar to Snarkpit. Recently, sites like this one have shown a marked decline in the desire to help others. Mostly there are just a few token efforts made now.
11. What skills would you say are required to pursue this field?
The ability to take a limited amount of supply and create an infinite amount of fun.


[/color]

The best things in life, aren't things.
Re: High School Research Paper Interview Posted by rs6 on Thu Nov 9th 2006 at 4:28am
rs6
640 posts
Posted 2006-11-09 4:28am
rs6
member
640 posts 94 snarkmarks Registered: Dec 31st 2004 Occupation: koledge Location: New Jersey, USA
Interview Questions
1. What was the first video game you every played? When?

Doom, when I was a young child. Pretty much I don't remeber when.

2. What was the first game you designed levels for? When?

Counter-Strike. I started around 2003/2004

3. What influenced your decision to create game levels?

It looked like fun.

4. Is this a career or a hobby?

Hobby

5. What is your view concerning the effect of gaming on today?s youth? Do games promote violence?

Bad parents promote violence. Games can effect teh youth if they are really young. If they are really young and playing games like CS a couple hours a day, that is bad for them, and is bad parenting.

6. How many levels have you created? Your favorite?

Finished, one. Started but still sitting on my hard drive, many. My favourite is The only one I have created, Battle_creek for HL2DM

7. What games have you designed levels for? Which did you enjoy the most?

Have tried Farcry, and BF2 level design, and didn't like the editors. Halflife mapping is my favorite.

8. What gave you the most difficulty in learning how to design levels?

The learning curve on how to use the editor. The first time I loaded it up, I was like WTF???
9. What resources did you use to teach yourself how to map?

Website tutorials, and editing forums such as the snarkpit.

10. What are the most obvious changes noticed since you began?

The difficulty in making a nice looking map has decreased with the vast model resource.

11. What skills would you say are required to pursue this field?

Creativity
Re: High School Research Paper Interview Posted by Crono on Thu Nov 9th 2006 at 4:34am
Crono
6628 posts
Posted 2006-11-09 4:34am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Question 1 said:
What was the first video game you ever played? When?
I can't remember exactly. It was either Dig Dug or Super Mario Bros. on the NES. This would have been around 1988.
Question 2 said:
What was the first game you designed levels for? When?
Half-Life. 2000-ish. If you want to get technical, I'd say Tony Hawk in the very late 90s and early 2000.
Question 3 said:
What influenced your decision to create game levels?
I went to a gaming cafe, so to speak, where some friends and I played Counter-Strike (mostly) for a few hours. It was one of these times that one of the people who came along spoke about a custom map they made for Half-Life Deathmatch. From then on I had been interested in custom level design and the likes.
Question 4 said:
Is this a career or a hobby?
It's a hobby ... for now.
Question 5 said:
What is your view concerning the effect of gaming on today%u2019s youth? Do games promote violence?
I feel that, like any other media source, games do have a very predominant effect on all people who play them, not just "youths". However, whether that effect is "good" or "bad" is difficult to say, since it depends on the person. A generalization doesn't particularly apply. It's like saying "TV is bad" or "the Internet is wrong", it doesn't make much sense as a stand alone statement.

Specifically speaking about violence: while there is violent content in games it isn't necessarily targeted towards younger audiences. It can, of course, give anyone playing the game ideas on how to do anything the content covers, but if the player is impressionable, in whatever manner, of course, like any other medium they're interested in, it will rub off in some form. Speaking specifically about younger players, if they're playing a game that is rated M and they're 9, for instance, it is a moot point to say, "violent games are bad for children and should have harder restrictions", because, the game was never meant for a 9-year-old. In that situation, specifically, the parent would be to blame for purchasing the game for their child. Regardless, if anyone is impressionable enough to do something hazardous or dangerous based on a television show, movie, video game, comic book, or even a novel probably has some deeper issues that are not the game designers responsibility. Parent's raise kids, video games don't.
Question 6 said:
How many levels have you created? Your favorite?
Officially, zero. But, I've started many and axed them. My favorites have been ones for DoD. I had this one that would have been absolutely fantastic if I had finished it. It had a lot of sneaking and sabotaging involved as well as multiple paths. I had a working Forrest in the level too which was looking pretty sweet. Everything got deleted a long time ago, however, and now, it'd be very easy to make something far superior. For the time, I really liked it and I thought I did some things well, but it just wouldn't stand up today, so I've never given it a go again.
Question 7 said:
What games have you designed levels for? Which did you enjoy the most?
Pretty much, just the games under the valve catalog, they all have similar development. I've messed in Unreal Ed, Chrome Ed, Sand Box, and Radiant (Doom 3, CoD, CoD2) a few times, but have never produced anything.

For it's easy of use, and my love for the game, I'd say Day of Defeat.
Question 8 said:
What gave you the most difficulty in learning how to design levels?
Visual calculations. There's a lot of mis-information out there on leaves and how they work (not so much any more). I really gave up mapping in 2000 after failing miserably and didn't pick it back up until 2003 (when I joined here) because of the mis-information everywhere. I would produce things that were just laggy and didn't work at all.

I have a far better understanding now, of course.

I think some of the harder things in level design, from an abstract view point, are the flow of the map and overall design. It's really an art if you're able to make something like Dod's Avalanche, or even CS's dust, because you're making this fantastic looking place, that, for all intensive purposes, looks 'realistic' and has great connectivity and defined flow of gameplay and enough paths to keep both sides guessing where an enemy will come from. It's a really hard thing to find done well and those maps have done it very well.
Question 9 said:
What resources did you use to teach yourself how to map?
Mostly this site. I had a lot of mis-information before I came here. After I looked through a lot of the tutorials, though, it was not a big deal.

But, for the most part: internet sites with the primary focus on mapping.
Question 10 said:
What are the most obvious changes noticed since you began?
This question is a little ambiguous. Can I assume since you're asking me you're asking about changes in myself?

I've noticed not much has changed because of this. I've always been able to pick things like this up fairly quickly.
Question 11 said:
What skills would you say are required to pursue this field?
Patients: getting something just the way you want can take days, hours, or even months or years (professionally, you don't have that kind of time and someone else will come in and take over). So being able to stick with it is an absolute skill.

Dedication: this flows from the last one. If you're not dedicated, your level will fall into non-existance.

Technical Understanding: This isn't to say "computer smarts" or "engineering intuition" or something like that. Just the ability to find out what you need to know. I've seen it plenty of times, but there are just people who can't take a general case and apply it to all possibilities like a formula. It amazes and boggles me, but I see it all the time.
It's like going into a algebra course and giving people a problem like x + 5 = 10 and they can solve it, but will fall flat solving x - 5 = 7. It just doesn't make sense, if you know the method to complete something, you should be able to apply it generally in similar/simple situations.

This one is probably the most important one for level design, and any thing you ever do with your entire life: the ability to communicate well. If you can't talk to people properly, then all hope is lost. You will get no help and people, in general, will not put up with you. Being able to explain yourself well and understand (as best you can) what other people say to you is absolutely necessary.
Blame it on Microsoft, God does.
Re: High School Research Paper Interview Posted by reaper47 on Thu Nov 9th 2006 at 12:19pm
reaper47
2827 posts
Posted 2006-11-09 12:19pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
1. What was the first video game you every played? When?

I suppose Tetris on the Gameboy when I was eight (1993). Or some Commodore 64 games on my cousin's computer I do not remember the name anymore.

2. What was the first game you designed levels for? When?

Stunts, a racing game on the 486 my parents got for free sometime in the late nineties. Worldcraft for Half-Life was the first "real" level editor I ever used. That was 1999 or 2000.

3. What influenced your decision to create game levels?

The creativity. You're a bit of a stage designer, a director, an artist, a game-designer, a story-teller, a programmer and an architect. All in an unusual mixture you won't find anywhere else. Plus it's a field that is completely new with revolutionary new ideas popping up every year.

4. Is this a career or a hobby?

For me it's a hobby. Not that I didn't think I'd enjoy doing it professionally if I ever get the chance to, but I enjoy the freedom of doing it as a hobby.

5. What is your view concerning the effect of gaming on today?s youth? Do games promote violence?

Violence in real life promotes violence in computer games and not the other way round. It's an ironical take, a form of black humor, maybe a sense of curiosity like by-standers after a car accident but nothing more. Like the dismemberment scene in "Monty Python and the Holy Grail".

Games are age 18 and up. So what if you never heared of violence and guns until the age of 18 and suddenly you're trained to kill people efficiently in the army (at least in countries like Austria that have conscription)? It's rather cynical.

The most serious "violent" games out there aren't even about killing people but about staying alive in extreme situations. You play these games for the same reason you watch a horror movie. Not because you'd like to become a real-life Michael Myers but because you enjoy the suspense. While still being able to turn the computer off if you have enough.

America's Army, a game developed by... the American Army... is the only game I find to be truly macabre. The game was made to recruit young Americans and stands for all the reasons gameing has become so controversial.

I'm a pacifist and never used a gun in real life, nor do I feel an urge to do so.

6. How many levels have you created? Your favorite?

Five or Six, not counting early test levels. My favourite is dm_resident for Half-Life 2 Deathmatch, mainly because I see it on game servers the most. It's set in an abandoned eastern bloc residential building.

7. What games have you designed levels for? Which did you enjoy the most?

Stunts, Half-Life 1, Quake 3, Deus Ex, Red Faction and Half-Life 2. Half-Life 1 was most exciting because it got me into serious mapping. Red Faction has a great editor and a nice community. Half-Life 2 has a lot of potential but mapping is getting more tedious with graphics detail standards reaching Hollywood levels.

8. What gave you the most difficulty in learning how to design levels?

Compiling. It's always in the way.

9. What resources did you use to teach yourself how to map?

The Internet in all it's facets.

10. What are the most obvious changes noticed since you began?

Quantity over quality. Realism and cheap hardware-effects take over any concerns about what makes a map interesting and exciting to play.

11. What skills would you say are required to pursue this field?

Patience and creativity. Maybe a talent for thinking in 3D space.
Why snark works.
Re: High School Research Paper Interview Posted by Andrei on Thu Nov 9th 2006 at 12:24pm
Andrei
2455 posts
Posted 2006-11-09 12:24pm
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
Interview Questions
1. What was the first video game you every played? When?

Car and driver. I think I used to play it in '93 but i'm not really sure.

2. What was the first game you designed levels for? When?

Wolfenstein3D, using a dos-based map editor, in 1996.

3. What influenced your decision to create game levels?

I always wanted to make my own games rather than playing games made by others.

4. Is this a career or a hobby?

Hobby, and seriously doubt it will ever be anything more than that.

5. What is your view concerning the effect of gaming on today?s youth? Do games promote violence?

The whole violent-games-make-our-children-crazy is a tired cliche exaggerated by the media who are always looking to sell sensational stories to people willing to buy them. While I agree that some people shouldn't play violent video-games, for example, a person with an attested mental illness, irresponsible parents will always need a scapegoat to hide the fact that they aren't doing their job as parents.

6. How many levels have you created? Your favorite?

Countless, but most of them I haven't even finished. I'd say my favorite is de_putnik, for vanilla CS, although the level was, and probably will never be, completed.

7. What games have you designed levels for? Which did you enjoy the most?

Wolfenstein3D, Quake 2, Hexen 2 and Half-life 1. And now i'm dabbling in the dark-arts of HL2 mapping, which I definitely enjoy, although I have to admit that I enjoyed HL1 mapping more than anything.

8. What gave you the most difficulty in learning how to design levels?

The trigger_changelevel entity, which still drives me up the wall sometimes.

9. What resources did you use to teach yourself how to map?

None. I got my internet connection fairly recently (4 years ago), and the diskettes/CDs that contained the map editors didn't come with any documentation at all. Not even a the most basic of basic tutorials. So everything was based on trial and error.

10. What are the most obvious changes noticed since you began?

The way I see games, especially First Person Shooters. A cool explosion for instance is no longer an explosion but a bunch of particles wrapped in the x texture, some 2d sprites and an ambient_sound all tied to a trigger. So in a way mapping took away part of the spark of gaming, but on the other hand opened the door to a much more interesting world, the world of modding.

11. What skills would you say are required to pursue this field?

Imagination, because there's nothing worse than wanting to map, having the skill to make something good, but not knowing what to make. Oh and stoic patience in generous quantities is also a good "skill" to have.
Re: High School Research Paper Interview Posted by FatStrings on Fri Nov 10th 2006 at 2:16am
FatStrings
1242 posts
Posted 2006-11-10 2:16am
1242 posts 144 snarkmarks Registered: Aug 11th 2005 Occupation: Architecture Student Location: USA
thanks to all
Re: High School Research Paper Interview Posted by Tracer Bullet on Fri Nov 10th 2006 at 4:10am
Tracer Bullet
2271 posts
Posted 2006-11-10 4:10am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
<DIV class=quote>
<DIV class=quotetitle>? quoting Question 1</DIV>
<DIV class=quotetext>What was the first video game you ever played? When?</DIV></DIV>
Load Runner. ~1987. Perhaps "digger" might have been first, ~1986.

<DIV class=quote>
<DIV class=quotetitle>? quoting Question 2</DIV>
<DIV class=quotetext>What was the first game you designed levels for? When?</DIV></DIV>

Load Runner. ~1988. The game a had a pretty neat text-based graphical level design system. (e.g. ASCII art)

<DIV class=quote>
<DIV class=quotetitle>? quoting Question 3</DIV>
<DIV class=quotetext>What influenced your decision to create game levels?</DIV></DIV>

It was fun. I don't really remember, having been 6 years old at the time.
<DIV class=quote>
<DIV class=quotetitle>? quoting Question 4</DIV>
<DIV class=quotetext>Is this a career or a hobby?</DIV></DIV>

It's a hobby. A dead hobby.

<DIV class=quote>
<DIV class=quotetitle>? quoting Question 5</DIV>
<DIV class=quotetext>What is your view concerning the effect of gaming on today%u2019s youth? Do games promote violence?</DIV></DIV>

Games are like any other media. Parents ought to strictly regulate content for young children. Government regulation has no role to play.

<DIV class=quote>
<DIV class=quotetitle>? quoting Question 6</DIV>
<DIV class=quotetext>How many levels have you created? Your favorite?</DIV></DIV>Perhaps 20 or so. All for HLDM or DoD. I I like Feculence the best, though it is still inexplicably buggy.

<DIV class=quote>
<DIV class=quotetitle>? quoting Question 7</DIV>
<DIV class=quotetext>What games have you designed levels for? Which did you enjoy the most?</DIV></DIV>Load Runner, Starcraft, AOE, HL.

<DIV class=quote>
<DIV class=quotetitle>? quoting Question 8</DIV>
<DIV class=quotetext>What gave you the most difficulty in learning how to design levels?</DIV></DIV>Not getting carried away and making things WAY to complex.

<DIV class=quote>
<DIV class=quotetitle>? quoting Question 9</DIV>
<DIV class=quotetext>What resources did you use to teach yourself how to map?</DIV></DIV>Online tutorials. Many of them found here.

<DIV class=quote>
<DIV class=quotetitle>? quoting Question 10</DIV>
<DIV class=quotetext>What are the most obvious changes noticed since you began?</DIV></DIV>Exponential increase in the complexity of the level designers task.

<DIV class=quote>
<DIV class=quotetitle>? quoting Question 11</DIV>
<DIV class=quotetext>What skills would you say are required to pursue this field?</DIV></DIV>Vision, Perseverance, an aptitude for logic, and acute spatial-visual imagination; the ability to envision and manipulate complex 3D structures in your head.
Re: High School Research Paper Interview Posted by Captain P on Sat Nov 11th 2006 at 12:53am
Captain P
1370 posts
Posted 2006-11-11 12:53am
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
1. What was the first video game you every played? When?

I guess some old DOS game. Snake (Nibbles) I guess. Or a text game maybe. About a 9 years ago I think.

2. What was the first game you designed levels for? When?

Stunts. :smile: Don't remember how long ago that was, something between 6 and 8 years ago.

3. What influenced your decision to create game levels?

My artistic interests. I used to draw ever since I could hold a pencil, and creating levels sortof was a natural extension to that.

4. Is this a career or a hobby?

None of them at this point, though it got me to the point where game programming and development is both a career and a hobby.

5. What is your view concerning the effect of gaming on today?s youth? Do games promote violence?

Some games do promote it, or at least acustom youth to violence.

6. How many levels have you created? Your favorite?

Hundreds of them, although there's only a handfull I call finished. Favorite? The Playtest - short, and had some flaws, but an interesting experiment in gameplay and use of AI nonetheless.

7. What games have you designed levels for? Which did you enjoy the most?

Stunts, Red Alert, StarCraft, Tomb Raider, Half-Life, Half-Life 2, probably some more as well. Definitely enjoyed Half-Life the most and the longest. :smile:

8. What gave you the most difficulty in learning how to design levels?

I think the technical side can obscure the design aspect of level-design for a lot of people - just because you can handle an editor or work with a particular game scripting method, you're not a level-designer. It took me various years to understand this.

9. What resources did you use to teach yourself how to map?

Plain experimenting at first, tutorial sites and forums later on, and more in-depth articles even later.

10. What are the most obvious changes noticed since you began?

A shift from technical perfection, to visual perfection, to gameplay perfection, to a probably more realistic view of making the best possible with the available resources, where best means being fun to play. Or just looking impressive to make people buy your game to make a quick buck. :razz:

11. What skills would you say are required to pursue this field?

Both technical and creative insight. Having other, broad, interests also helps. And having a good attitude, of course. :smile:
Create-ivity - a game development blog
Re: High School Research Paper Interview Posted by Stadric on Sat Nov 11th 2006 at 4:44am
Stadric
848 posts
Posted 2006-11-11 4:44am
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
1. What was the first video game you every played? When?
Descent back in the mid ninties(if you're talking about games that aren't tetris, pong, etc.).

2. What was the first game you designed levels for? When?
Half-Life, 2001 or so, whenever Hammer 3.4 was relatively new.

3. What influenced your decision to create game levels?
Other level designers' work

4. Is this a career or a hobby?
Hobby

5. What is your view concerning the effect of gaming on today?s youth? Do games promote violence?
Gaming is just another addiction for some people, and it can promote violence in those that can't distinguish between games and reality.

6. How many levels have you created? Your favorite?
Too few (six?), but cave is my favorite(a better version is coming, guys), it's in my profile.

7. What games have you designed levels for? Which did you enjoy the most?
Half-Life, Half-Life 2, Age of Empires 2, and Unreal Tournament 2004 (nipped in the bud, sadly), but I've enjoyed Half-Life 2 the most.

8. What gave you the most difficulty in learning how to design levels?
My own ignorance of the system of learning.

9. What resources did you use to teach yourself how to map?
Forums, tutorials, perspiration.

10. What are the most obvious changes noticed since you began?
My lighting doesn't suck anymore.

11. What skills would you say are required to pursue this field?
1% inspiration, and 99% perspiration.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: High School Research Paper Interview Posted by SpiKeRs on Sat Nov 11th 2006 at 6:56pm
SpiKeRs
193 posts
Posted 2006-11-11 6:56pm
SpiKeRs
member
193 posts 729 snarkmarks Registered: Jun 14th 2003
1. What was the first video game you every played? When?<br style="color: white;">Alex Kidd on the master system I think :smile: <br style="color: white;"><br style="color: white;">2. What was the first game you designed levels for? When?<br style="color: white;">Technically I suppose you could say Age of Empires and Civ2 maps but I consider my official starting point as Half-Life/TFC<br style="color: white;"><br style="color: white;">3. What influenced your decision to create game levels?<br style="color: white;">I would play on this one TFC server all the time and they started to introduce user made maps, which really introduce me to the custom content thing and inspired me to make my own.<br style="color: white;"><br style="color: white;">4. Is this a career or a hobby?<br style="color: white;">Hobby.<br style="color: white;"><br style="color: white;">5. What is your view concerning the effect of gaming on today?s youth? Do games promote violence?<br style="color: white;">Not directly. Like films and music, they all reflect and evolve according to current society so its not as if you can say they are the root causes of it. However, they do highlight those aspects of society to a larger audience <br style="color: white;"><br style="color: white;">6. How many levels have you created? Your favorite?<br style="color: white;">I have officially done 15 which got released (loads of attempts that got scrapped which I dont really count). I have a few favourites. Russia for Medal of Honor has got to be up there because I am just really proud of the atmosphere I created in it, plus it won a competition and got map of the week awards. I like a lot of my latter day TFC maps too, especially Duality which got played in a few leagues.<br style="color: white;"><br style="color: white;">7. What games have you designed levels for? Which did you enjoy the most?<br style="color: white;">Half-Life, TFC, HL2: Deathmatch, Counterstrike: Source, Max Payne 2, Jedi Knight: Outcast, Medal Of Honor: Allied Assault. I enjoyed making TFC maps the most, probably because I really enjoyed playing the game as well.<br style="color: white;"><br style="color: white;">8. What gave you the most difficulty in learning how to design levels?<br style="color: white;">All posed challenges. HL2 was surprisingly difficult to get into for some reason. Not so much the technical side of things, more the creative and detailing side of it and trying to make things more realistic looking. Jedi Outcast posed a similar problem but rather than trying to be realistic, it had to reflect a suitable Star Wars/Sci Fi look.<br style="color: white;"><br style="color: white;">9. What resources did you use to teach yourself how to map?<br style="color: white;">I cant remember :smile: There was stuff floating around for Worldcraft so that wasnt too bad but for most of my HL maps I ended up using QuArK instead and I think I had to learn a lot of that myself.<br style="color: white;"><br style="color: white;">10. What are the most obvious changes noticed since you began?<br style="color: white;">The increase in complexity and realism.
<br style="color: white;">11. What skills would you say are required to pursue this field? <br style="color: white;">Patience and an eye for detail, being methodical but not getting too obsessive over it.
Hello there.
Re: High School Research Paper Interview Posted by $loth on Mon Nov 13th 2006 at 7:09pm
$loth
2256 posts
Posted 2006-11-13 7:09pm
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
1. Alex the Kidd in Miricle World in 92?
2. CS back in 2003/4.
3. It looked cool :biggrin: I was a bit of a geek and loved cs so of course I wanted to try and make a map for it.
4. Hobby.
5. Gaming does not encourage violence,I think the person has some psychological issue and video games are used as a scapegoat.
6. Finsihed ones, around 5 or 6. My favourite would be de_altitude because it's the first one that I was proud of.
8. The most difficult challenge is making it look professional.
9. I used the snarkpit.
10. My levels have better visual styles, and I can make bigger maps. I use locations that I visit a lot to inspire me now, such as the odeon map I was making (though it got deleted accidently :sad: ) and one that is based around a train station that i'm making into a fy_ map (i'm trying to make one that doesn't look like it's inside some box).
11. Skills would be a good sense of creativity and deication to take criticism and apply it.
Re: High School Research Paper Interview Posted by Elon Yariv on Mon Nov 13th 2006 at 9:29pm
Elon Yariv
130 posts
Posted 2006-11-13 9:29pm
130 posts 63 snarkmarks Registered: Mar 4th 2006
1. What was the first video game you ever played? When?
I think it might be Dangerous Dave 1 but I'm not certain, it was approximitly 1996.

2. What was the first game you designed levels for? When?
I think it was Red Alert 1 and it was sometimes in mid the 90s.

3. What influenced your decision to create game levels?
What an annoying question this is, typical for such surveys. Well I guess I just loved thinking of the stories for the levels then seeing this story come to life. I have no specific love for level designing just creating.

4. Is this a career or a hobby?
The last thing I would like to do in my life is to sit infront of the computer. It doesn't intrest me at all, I'd rather do other things.

5. What is your view concerning the effect of gaming on today?s youth? Do games promote violence?
Another one, whats with all these annoying questions? Well, it does sometimes, but so do films and music.

6. How many levels have you created? Your favorite?
I would say the number of maps ranges from 2 million to 3 million. I have so many ideas in my mind and after sometime I find some of them just stupid, other I keep and hope to turn them into maps. My favorate one is my latest, since each time I try to make the maps better then their predecesors and learn from my mistakes.

7. What games have you designed levels for? Which did you enjoy the most?
I designed levels for Red Alert 1, WarCraft 2, StarCraft, Doom Final, Quake 2 and Half life 1 which I enjoyed the most.

8. What gave you the most difficulty in learning how to design levels?
It is sometimes very monotonous to build levels. Building something, checking if there are no problems with it, trying to find ways to improve it... It might get really boring sometimes.

9. What resources did you use to teach yourself how to map?
Only in Half-life 1 level design did I use some resources to teach myself. At first I used the editor's game design guide but later I found some sites on the internet that helped me with the rest.

10. What are the most obvious changes noticed since you began?
All the basics of game design seem quite simple to me now, what that were exectly the oppiste when I began.

11. What skills would you say are required to pursue this field?
Imagination at most and I'm not going to list all the rest of the skills.
Elon Yariv