Bashiko: First of all, can you tell us what you actually do in level design?
xGami: First of all, we do not start with a fully developed map, but rather a blank "white box," which is really just a white box with a simple map on it, where we decide the characters and map layout.
After some trial and error, we decided, "This level design looks like it could work! "and only then does the map take a concrete form. In the video you introduced in last month's article, the direction of the level has already been decided, and we are working from the white box state to create a concrete map.
Bashiko: White box...! What does it look like?
xGami: This is the actual white box.

Bashiko: It really is just like a box.
xGami: Basically, the scenario group tells us, "This is the kind of map we want you to make, and this is the kind of event we want you to bring here in terms of the scenario.
Unless the design is really messed up (e.g., bringing the most difficult enemy first, etc.), I don't really have much say in the scenario side.
If it actually looks good in this white box state, I'll flesh it out into a concrete map like this.
Bashiko: Oh! This is the actual map! It's getting pretty concrete!

Map of SoD:ID's Act 11 in production
Bashiko: By the way, is there anything difficult about level design?
xGami: That you can always finish, and you can never finish.
If I want to, I can go as far as I want to and if I compromise, that's the end of the process. If you don't set a goal for what you want to do for each Act, the game will go on forever.
The other thing is that it is directly related to the enjoyment of the game, isn't it?
It depends on the game. I don't think SoD is a game where level design is that difficult, but I think ASCOT is a game where level design has a big impact.
Bashiko: A game that is heavily influenced by level design?
xGami: For example, in the case of "Mon*ter Hunter", the map is not unimportant...but the gimmick of the place where you fight the monsters is more important. Monster actions, weapons, and so on. The action is the heart of the game, and I think it is the level design that makes it more interesting and keeps you from getting bored. On the other hand, I think games like "Super M*rio" and "C*rvy of the Stars" are games where level design has a big influence. Unlike the games I just mentioned, you can only jump and move, so the quality of the level design directly affects the fun of the game.
Bashiko: I see... So, on the other hand, what is the fun in level design?
xGami: I enjoy the feeling of preparing a surprise for the player. I can prepare an enemy here, surprise the player here, or put something in here that the player will find interesting...and so on.
Being able to make the players dance on your palms is part of the fun :)
Bashiko: Thank you very much! Keep up the good work on the production!
xGami: Thank you!
How was it? We plan to publish an interview article like this once a month or so, so please be sure to read the next one!