| May 2,
2005 This Week's Featured
Interview ...
Kevin Saunders
Lead Designer, Obsidian Entertainment
by Jeannie Novak
Founder & Lead Writer
SANTA ANA, CA -- Kevin Saunders programmed his first game, a ‘port’ of
Intellivision’s Astrosmash, on a ZX81 at the age of six. His official
career as a game designer evolved from his graduate research in
environmental engineering.
This research included lab experiments that required 24-hour monitoring
over 2-3 day periods. These lengthy experiments gave Kevin the time to
explore the world of online games and led to an opportunity to work on
Nexon’s Nexus: The Kingdom of the Winds, which launched in 1998 to
become one of the world’s earliest MMOGs. Kevin subsequently designed
and produced Shattered Galaxy, the world’s first MMO real-time strategy
game. More recently, Kevin has worked at Electronic Arts (Command &
Conquer Generals: Zero Hour and The Lord of the Rings: The Battle for
Middle-earth) and Obsidian Entertainment (Knights of the Old Republic
II: The Sith Lords). Kevin earned his
Master of Engineering degree from Cornell University.
According to Kevin, the first step in designing a level is usually
outlining its design on paper. This process generally takes only an hour
or two and includes answering questions such as:
■ What is the player’s primary goal?
■ How long should the level take to complete?
■ What emotions is the level attempting to invoke in the player?
■ What is the setting of the level?
■ What additional art assets will be required?
■ What resources (e.g., characters, troops, items) will be available
to the player?
■ Who will the player encounter?
■ What side quests will help lead the player through the level?
"After fleshing out the design, it is generally best to create a rough
layout for the level, and then incorporate all scripting before making
the level beautiful. By completing the scripting early in the level
design process, you can test the game play before investing time in its
aesthetics. If a level plays well, you’ll find a way to make it pretty,
but the reverse isn’t necessarily true."
Complete creation and testing of a level generally takes from two to
six weeks, depending upon the tools available and the type of game. |