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Cognitive tools for game world designers

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  • Alessandro Canossa

    ()
    (IT UNIVERSITY OF COPENHAGEN, DANMARKS)

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    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).

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    File URL: http://www.rebe.rau.ro/RePEc/rau/jisomg/SU09/JISOM-WI09-A1.pdf
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    Bibliographic Info

    Article provided by Romanian-American University in its journal Journal of Information Systems and Operations Management.

    Volume (Year): 3 (2009)
    Issue (Month): 2 (December)
    Pages: 315-326

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    Handle: RePEc:rau:jisomg:v:3:y:2009:i:2:p:315-326

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    Related research

    Keywords: Game worlds; level design; aesthetics; ludology; phenomenology; engagement; Flow; Play-modes; Emot-emes; Play-personas.;

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