Emotion and representation in level design
Doom and Quake convey emotion with their levels. They are not meant to represent real spaces. The Build Engine games, despite the technical limitations, took the opposite approach. Their levels were representational first and then made to accommodate gameplay. (“All emotion” vs. “all logic”.)
Summarized from Errant Signal, “DUSK and the Design of 90’s FPS Games” (2019).
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Tags: game design, notes, video games.