Cognitive tools for game world designers
Alessandro Canossa ()
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Alessandro Canossa: IT UNIVERSITY OF COPENHAGEN, DANMARKS
Journal of Information Systems & Operations Management, 2009, vol. 3, issue 2, 315-326
Abstract:
What is exactly level design? It is juggling 12 balls in the air at the same time, it is solving differential equations with 12 variables, it is trying to realize a vision when everybody is tearing at it. Artists, programmers, marketing PRs, scripters, designers. People from very different backgrounds and with even more varying motivations converge with their vital contributions and it is up to the level designer to manage all of these different issues and create a memorable playing experience. It is not a mystery that the role and tasks of a level designer are the most difficult to describe in a few words. Paraphrasing Elvis Costello “talking about level design is like dancing about architecture”. And yet a sentence that I hear confirmed more and more every day is: “Level designers create experiences by providing spaces for players to act.” Players act in a space that causes experience to emerge and this experience affects the players, closing the magic circle (see figure 1).
Keywords: Game worlds; level design; aesthetics; ludology; phenomenology; engagement; Flow; Play-modes; Emot-emes; Play-personas. (search for similar items in EconPapers)
Date: 2009
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Persistent link: https://EconPapers.repec.org/RePEc:rau:jisomg:v:3:y:2009:i:2:p:315-326
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