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Manveer has done it, and finaly convinced me to start Twitter. You can follow me @zaford

A rich family has contracted a company to build their brand new house. After the initial meeting they discuss a three story house on a plot of land. What they got back was by no means what they expected. As the two sides went their separate ways, the company thought the expectations were clear and started construction. The family goes home and begins to design their new home. They decide on how many stairwells they want, where the fireplaces should go, and how many sinks they want in their bathrooms! As the two sides come together they realize the extent of the communication break down. The family comes with their designs. The construction company, concerned about their timeline had already started on the house, and it hardly matched the goals of the family. The lack of constant communication by both parties resulted wasted time and effort.
Risk and Reward is one of the strongest tools in a level designer's tool chest, however it is often forgotten as designers build levels. Some of the benefits of Risk and Reward is that it can turn a bland level into something much more powerful by presenting the player meaningful choices. By allowing the player to make the choice to take upon risks and challenges to receive the reward, you create more meaningful gameplay. This tool should be used in both multiplayer and singleplayer levels to enhance gameplay.
This particular multiplayer map is a great example of Risk and Reward. This game type does not allow the player to respawn if he dies. Players must rely on Medics from the team to keep players healed. In the event that the team is not sporting any medics or all they are all dead, the players still have the opportunity to grab a 'health pack'. The player is required to balance on a log over a chasm to get the 'health kit'. If they fall, they fall to their death. Quickly players leaned of emergent strategies. Pyros can light opponents on fire and encourage them to risk their lives to trying to heal themselves.
In Farcry's singleplayer, enemy AI will investigate break out fires. While this is a good advantage for the player, fire spreads in the environment and is influenced by random winds. The fire is also able to light the critical path on fire. Fire easily destroys vehicles the player may need later to quickly travel. While there is a distinct advantage, the player has to weigh his options and choose what is best for him.
Let me begin by saying that I really wanted to enjoy this game for its promising Level Design and revolutionary 1st person camera. If I had only played the first five chapters, I certainly would've left the game with an amazing sense of achievement and reward. Since I chose to turn off 'Runner's Vision', which highlights the suggested player's path, my sense of accomplishment was intensified. Sadly, the last four chapters left a sour taste in my mouth that made me question both the Game and Level Design decisions of Mirror's Edge. Despite the frustrations of the latter part of the game, the design felt solid and successful in the early chapters.
In hindsight, the player's intended path was easier during chase sequences. I was able to quickly discern the way to go while under pressure by recognizing standardized objects. I did not require extra time to observe my objective since my only goal was to find any way out possible. After completing sequences I felt a sense of relief and accomplishment because I was able to perform successfully under constant pressure.
The other jarring negative I found in the game was the combat scenario's. Early on I decided I'd try to play through the game with as little enemy encounters as possible. I'd rather avoid them then fighting them. However they set up situations that the player has no choice but to spend agonizing time splitting the enemies up and disarming them one by one. In a couple of situations the designers would place an enemy equipped with a machine gun outside of a door. Unlike doors that you could previously run through and maintain your momentum, these doors required the player to stop and use the door. By the time you have the door open the enemy would've shot you enough to incapacitate you. This changed the way I had originally perceived the game. No longer was maintaining momentum my primary focus, and no longer could I avoid confronting enemies.During college I worked hard to widen my skill base. I kept up on my knowledge of level design, while also learning how to create 3d models and textures. It became clear that to set myself apart from all my class mates, I had to go above and beyond in my school work and maintain personal design projects. I graduated college with Suma Cum Lade and my major's Outstanding Academic Achievement award. I kept up with my contacts in the industry, as well as making some new ones.
Prior to graduating I interviewed and was hired by Raven Software in Madison, Wisconsin. I was hired on as a level designer working with a small team developing a new IP with the Unreal 3 engine. I worked developing test maps that proved everything from combat, puzzles, to gameplay features. During its development I was promoted to Assistant Design Lead responsible for my current level design duties, as well as ensuring builds were built for milestones and helping oversee the level designers on the project. Regrettably as time went by at Raven, I found myself interested in more design-centric studios. I interviewed with Gearbox and instantly fell in love with their studio and employees.
In the future I look forward to participating in game design conferences, growing my skill set. Until then, this blog will help document my growth personally as a designer. I'll post about everything from what I learn as an employee, observations from games I play, and discoveries I find in my free time. I hope you enjoy the journey.