Seite 2 von 2 ErsteErste 12
Ergebnis 11 bis 19 von 19

Thema: Interview mit Level Designer Sten Hübler

  1. #11
    Semi Pro Avatar von Born_Brainless
    Registriert seit
    01.10.2006
    Ort
    Österreich
    Beiträge
    1.445

    Standard

    So, der Rest von Part 2, hoffentlich habe ich das halbwegs akzeptabel übersetzt :P
    One problem for us as level designers: the more content you make, the more time you need. If someone wants a very open world, you have to generate a lot of conent. Because erverywhere, where the player can go, has to have a certain qualitystandard. Therfore we make sometimes compromises. For instance when I know which main road the player most likely takes. Then there are also the side paths, which only the gamers see who are exploring every corner of the game. Here you are efficent and don’t put as much detail into it.

    Golem
    When you now begin to create an “open world level”, what do you make different than during the time of the developtment of Cryis?

    Huebler:
    You collect a lot of experience and recognize problems much faster. Our approach on Crysis was basically correct. We only overlooked some things at the beginning and handle these things now different. For example the size of the levels .In Crysis we made them much to big and had do scale them down. We concentrate now much more to the core of the level, the main mission.

    Also I am a big fan of what the Englishman call “Location Scouting”. This is importand to make the scenes and locations authentic. For Crysis parts of our team flew to Hahiti, and i think this was good, to get the look and feel for the game.

    Golem
    In your presentation at the GDC here in Paris you told us about a colleague who pays a lot of attention to make a beliveable construction of the gameworld.

    Huebler
    The basic approach was, that a level doesn’t get automatically better when you have references like pictures. I have to analyse these pictures, because i can’t use the refernces directly, but also have to take into account the gameplay. It is only an inspriation, i have to understand, why it looks better how it looks. This step we had to learn first.
    Geändert von Born_Brainless (26.06.2008 um 18:05 Uhr)

  2. #12
    Erfahrener User Avatar von Mocib
    Registriert seit
    10.08.2006
    Beiträge
    198

    Standard

    Zitat Zitat von warpspeed Beitrag anzeigen
    Golem.de: Is a Sandbox- and Open-World-Level the same for you?

    Huebler: There're both greatly open levels. Whereas GTA 4 is clearly bigger than this what we've done with Crysis. We've done greatly open levels, so rather Open-World. The other side are Sandbox-Games where you can drive into the whole city.
    I'm sorry, but... could someone re-translate that part?

    It's the first question on page two.

  3. #13
    Administrator Avatar von warpspeed
    Registriert seit
    22.01.2006
    Ort
    Hessen, Germany
    Beiträge
    8.286

    Standard

    This part is hard to translate... translating it into english, gives no sense for some reason .
    Greetings... WarpSpeed FORENREGELN/FORUMRULES

    AMD Ryzen 9 7950X @ 5.5 GHz - Corsair DIMM 64 GB DDR5 @ 5600 MHz - ASRock X670E Taichi Carrara - ZOTAC NVIDIA GeForce RTX 4090 AMP Extreme AIRO - Creative Soundblaster AE9-PE - Cooler Master V1200 Platinum (Netzteil) - Corsair iCUE H170i Elite Capellix - Monitor-1: Acer Predator CG437KP (43" 4k G-Sync Monitor) / Monitor-2: HTC Vive VR - Sharkoon Skiller SGK60 - Logitech G502 Proteus Core - Thrustmaster T500 - RaceRoom Sitz -Thrustmaster Hotas X - MS XBox Gamepad

  4. #14
    Semi Pro Avatar von Born_Brainless
    Registriert seit
    01.10.2006
    Ort
    Österreich
    Beiträge
    1.445

    Standard

    Zitat Zitat von warpspeed Beitrag anzeigen
    This part is hard to translate... translating it into english, gives no sense for some reason .
    Have to agree, tried to translate it...and failed

  5. #15
    Moderator Avatar von M3nTo5
    Registriert seit
    17.07.2007
    Ort
    Niedersachsen
    Beiträge
    7.181

    Standard

    Zitat Zitat von Mocib Beitrag anzeigen
    I'm sorry, but... could someone re-translate that part?

    It's the first question on page two.
    What exactly is the problem?
    If you tell us we can help you understanding it.
    A common mistake that people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools.

  6. #16
    Erfahrener User Avatar von Mocib
    Registriert seit
    10.08.2006
    Beiträge
    198

    Standard

    Well... it simply does not make any sense

  7. #17
    Erfahrener User Avatar von Mocib
    Registriert seit
    10.08.2006
    Beiträge
    198

    Standard

    Have you guys given up?

  8. #18
    Semi Pro Avatar von Born_Brainless
    Registriert seit
    01.10.2006
    Ort
    Österreich
    Beiträge
    1.445

    Standard

    Not perfect but I hope you understand it
    Golem
    How important is it for you, that the player is always entertained while playing?
    Huebler
    It is not our approach, that every player is constantly under current. Especially in an open world game, the player chooses how fast he wants to proceed. Normally we try to give him different tools, for instance giving him a car. Then someone builds a street, we make it even longer around a hill. Who wants to go by foot however can go directly over the mountain.
    The player chooses which opportunities he uses. There are players who like to explore the environment, but for the guys who want to proceed fast, we look after after roads, which are not extremely long. For the action oriented players there is always something to do.

    Golem
    Can you look at other games without always noticing things which are not consistent?

    Huebler
    That’s difficult. Basically it is always like this: the more the game is distant from what we develop, the more i can switch off (relax?). But with FPS this is hard, i always pay attention to the leveldesign. How do they direct the player, what are they doing with the light and leveldesign, how is the gameplay?

    Golem
    Are there things, which you get upset from?

    Huebler:
    I’m not the the type of guy who gets upset, i rather look for the positive aspects. If I look at mistakes, then only under the perspective, that we have to pay attention to this.

    Golem
    Give examples.

    Huebler:
    I liked about COD that they reached a certain authenticity. But they have very linear level. If you go to the limitations and look over the fence, it looks very much like a stage. I like about Crysis, that it is the entire time authentic, that the player is on the island and it feels real and not like the designer has built it for him.

    Golem
    Do you use during the development analysis tools? Like Valve for instance, who evaluate every level statisticly?

    Huebler:
    I wish we had there more opportunities. At Crysis we used an old school system: Beta-Users, which we looked at playing. But the trend goes into having tools, which do that for us. You can release a certain amount of virtual players over the level and see where the problematic areas are. We want to that in the future. Currently we have a tool for Multiplayer Maps, which shows us where have been fights and where enemies have been killed.

    Golem:
    Is there a kind of dreamworld you would like to build?

    Huebler
    For me it’s more, that i explore concrete territories. Here at Paris for instance, between these ultramodern towers. If you imagine, that a enemy comes form there, or from there comes a car…Who only sits in his office and looks at a white wall is one day or other going to use inspiration from movies. Then you use the creativity from other people, not your own.

  9. #19
    Erfahrener User Avatar von Mocib
    Registriert seit
    10.08.2006
    Beiträge
    198

    Standard

    Thanks for your efforts, guys. It's really appreciated

Seite 2 von 2 ErsteErste 12

Stichworte

Berechtigungen

  • Neue Themen erstellen: Nein
  • Themen beantworten: Nein
  • Anhänge hochladen: Nein
  • Beiträge bearbeiten: Nein
  •