[article] Interview with Jon Rickenbacker

[article] Interview with Jon Rickenbacker

Re: [article] Interview with Jon Rickenbacker Posted by The SnarkPit on Sat Jan 1st 2000 at 12:00am
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This is a discussion topic for the article "Interview with Jon Rickenbacker" by Riven which can be found here

Article description:

An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.

This is series entry #7 with Jon Rickenbacker (Orpheus).
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Re: [article] Interview with Jon Rickenbacker Posted by G4MER on Sat Jan 8th 2011 at 11:11pm
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Well done.
Re: [article] Interview with Jon Rickenbacker Posted by Orpheus on Sun Jan 9th 2011 at 2:30am
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Thanx. blushes

The best things in life, aren't things.
Re: [article] Interview with Jon Rickenbacker Posted by Le Chief on Sun Jan 9th 2011 at 3:56am
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Why do you think thinking on a small scale is a skill that's imperative to a modern level designer?
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Re: [article] Interview with Jon Rickenbacker Posted by Orpheus on Sun Jan 9th 2011 at 1:36pm
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I still feel that if you bite off to much you're less apt to make your works as complete as the could be. So depending on the person, Small scale might mean a single room to an amphitheater. Does that make more sense?

[edit] Here is two perfect examples. Halo 1 and Stalker: CoP

Halo was ugly as home made sin. Those level editors should have been shot.

CoP, this game must have been made by another team than the first two games. The attention to detail was lacking in several areas. I found on more than one occasion you could see through the floor of a building straight to the skybox (or something blue)

Anywho's, hope this clarified.

The best things in life, aren't things.
Re: [article] Interview with Jon Rickenbacker Posted by Orpheus on Mon Jan 10th 2011 at 3:08pm
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aaron_da_killa said:
Why do you think thinking on a small scale is a skill that's imperative to a modern level designer?
Also anther thought bud, it says "Modern level designer" not "Professional level designer"

IMO thinking on a small scale is best for both, but modern could refer to a new guy as well as old hand. I do think that if someone is being paid to be a professional level designer that they should be aware by that time what their limits are and if the release a map that clearly exceeds their limits they should be reprimanded for it. (in other words they released a substandard map because they weren't able to make it better.)

I know Andrew would disagree because he says time constraints are a major factor in releasing games but still..

/2cents

The best things in life, aren't things.
Re: [article] Interview with Jon Rickenbacker Posted by Crono on Mon Jan 10th 2011 at 6:11pm
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... You do realize that a professional level designer is likely FAR more modern than any amateur? I mean you guys still refuse to use meshes. :wtf:
Blame it on Microsoft, God does.
Re: [article] Interview with Jon Rickenbacker Posted by G4MER on Mon Jan 10th 2011 at 6:12pm
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Whats a MESH? :stirring:
Re: [article] Interview with Jon Rickenbacker Posted by Orpheus on Tue Jan 11th 2011 at 2:51am
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Crono said:
... You do realize that a professional level designer is likely FAR more modern than any amateur? I mean you guys still refuse to use meshes. :wtf:
What I consider is anyone starting today is more modern than anything I started with. I hadn't realized we were discussing degrees of modernish. ;)

The best things in life, aren't things.
Re: [article] Interview with Jon Rickenbacker Posted by Le Chief on Tue Jan 11th 2011 at 3:01am
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"Crono" said:
I mean you guys still refuse to use meshes. :wtf:
Speak for yourself! :p

mesh = model

But I think I disagree with this small scale business.

As a solo hobbyist level designer, you should still always "think" on a large scale but maybe not "execute" on a large scale (large projects).

A level designer working as part of a team in a mod or in a professional environment would not want to be thinking on a small scale I'd think. :uncertain:
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Re: [article] Interview with Jon Rickenbacker Posted by Crono on Tue Jan 11th 2011 at 3:14am
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Mesh is actually the proper term in computer graphics, just to note.

If I wanted to speak for myself I would have said "I" or "We".
Blame it on Microsoft, God does.
Re: [article] Interview with Jon Rickenbacker Posted by Orpheus on Tue Jan 11th 2011 at 3:24am
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aaron_da_killa said:
A level designer working as part of a team in a mod or in a professional environment would not want to be thinking on a small scale I'd think. :uncertain:
Thinking about your portion doesn't mean you're unaware of the big picture Aaron.

IE, when we were making Spit, we had what? 6 or 7 mappers working independently yet all perfectly aware of the entirety of the projects goals. But for my part I'd say that each of us were focused on our small portion. We devoted a lot to that small portion to achieve what we did. Now, no one will ever be able to prove that any of us could have done more, since we exceeded nearly every limit of the HL1 engine, BUT I think we all gave 100% to our areas because we all thought about them only.

In this case, Small = not exceeding out skill level to deliver 100%

Whether I am explaining it well enough or not, my idea is about as clear as I can make it. Sorry bud if its still doesn't make sense.

The best things in life, aren't things.
Re: [article] Interview with Jon Rickenbacker Posted by Le Chief on Tue Jan 11th 2011 at 5:30am
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Ah yeah I understand what you mean I just think if I took the phrase "think in a small scale" literally it doesn't really translate to be a positive thing imo so that's why I asked for the clarification.
"Crono" said:
Mesh is actually the proper term in computer graphics, just to note.

If I wanted to speak for myself I would have said "I" or "We".
Clever boy. :k1tt3h:

The reason I said speak for yourself is because I've been trying to use models when necessary since I started mapping (Half-Life 1). I've illogically been criticized for using a model of a tree over a tree prefab by "old fashioned mappers" despite the tree looking better and being cheaper performance wise.

I guess some people don't accept that the technical side of level design is ever changing and people need to keep learning and adapting to the latest methods.
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Re: [article] Interview with Jon Rickenbacker Posted by Crono on Tue Jan 11th 2011 at 5:55am
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That's exactly where my comment stemmed from.
Blame it on Microsoft, God does.