Haven Vanlandingham
Specialty: Level Design
Hello, my name is Haven Vanlandingham and level design to me is one of the most important aspects of games that should be understood/appreciated by everyone.
Level design is primarily about crafting worlds and experiences for players to immerse themselves in. To create a level and have players witness the majesty of your creation unfold before their eyes, whilst at the same time the player knows exactly what to do/where to go without being told is the real magic.
Games that have had the most success with level design use a method I like to call "Gentle Parenting" or some may say intuitive level design. This design philosophy is all about creating the means for players to effectively navigate spaces in a natural form that requires little input from other factors in the game similar to that of a gentle guiding hand. This is the balance between barely to no information which can leave many players confused on where to go/what to do next and conversely telling the player exactly where they need to go/what must be done which can bore/unincentivize players from truly getting immersed.
I utilize the "Gentle Parenting" philosophy as much as I can in my work to have players immerse themselves in the world and have everything else amplify that experience in the game. As my game development career progresses, I am always ready to learn more and make amazing experiences for players.
Level design is primarily about crafting worlds and experiences for players to immerse themselves in. To create a level and have players witness the majesty of your creation unfold before their eyes, whilst at the same time the player knows exactly what to do/where to go without being told is the real magic.
Games that have had the most success with level design use a method I like to call "Gentle Parenting" or some may say intuitive level design. This design philosophy is all about creating the means for players to effectively navigate spaces in a natural form that requires little input from other factors in the game similar to that of a gentle guiding hand. This is the balance between barely to no information which can leave many players confused on where to go/what to do next and conversely telling the player exactly where they need to go/what must be done which can bore/unincentivize players from truly getting immersed.
I utilize the "Gentle Parenting" philosophy as much as I can in my work to have players immerse themselves in the world and have everything else amplify that experience in the game. As my game development career progresses, I am always ready to learn more and make amazing experiences for players.
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Thank you!