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Level Designer Interviews: Luca Pancallo
Interviewer: The_culture
What is your current role, and what games have you worked on?
I'm the project leader of PlaneShift, a 3D
multiplayer on-line RPG and my basic role is to act as a coordinator of
all team members. Our project is OpenSource and we have quite a large team
so we needed one guy dedicated to this task.
I've previously worked at PlaneShift when it was a 2D project.
What’s lacking in level design today? What can be done to fix that
problem?
What I think is lacking is levels and 3D games today is more interaction
with the world. Most levels have now anazing graphics details and good
variety but the lack the ability to let the player enjoy its staying in
the level. You find an new level, you kill everything you see, you collect
an item to unlock a door, and you have surely finished it. After that you
don't want to come back in that level and this is the bad part. The player
must enjoy visiting again the level, interact with it, talk to NPCs, make
friends, etc...
The solution to fix this problem is to add more interaction with a
non-commercial game, in which you can dedicate all the time you want to
those features. In commercial games you will always run to meet the release
date, and you must drop the details.
With 3D engines becoming increasingly more sophisticated, level design
becomes more complex, which in turn becomes a time-consuming effort.Is
this a good or bad thing?
The design of an important area, can be quite time consuming, because
you can't re-use 3D models from other areas. Every corner must have a statue,
a particular texture, an inscription and so on... but if you can enhance
the time that players will spend in this area all the efforts will be rewarded.
Is there a particular level from any game that stands out as an excellent
example of craftsmanship? Why?
I really love Descent's levels because they are built with 3 degrees
of freedom and the player can navigate through them up-side down. All those
levels looks really good from any view angle.
Where do you draw inspiration from during your level creation process?
I don't design levels.
What new features in level editors would you implement if you were
designing a new editor from the ground up?
Surely a strong integration with 3D applications like 3DSMax, Lightwave,
Maya, Alias and so on... the basic of building a good level is to add some
spice with some details. The best way to create an animated object is to
rely on a professional program.
Where do you see level design taking us in the next couple of years?
I hope that the tools will be able to pregenerate a level given some
basic infos and then you will only have to modify it.
What game are you most looking forward to?
I'm interested in every Blizzard's game and I'm waiting the release of Warcraft III to see if it will really change the way we consider a strategy game and a RPG game.
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