Good evening everyone, this is Bashiko from TeamKrama's PR team.
I have posted a video on level design in my September 30 article "Gold Plan".
I had no idea what level design is, but when I interviewed them about what goes on behind the scenes, it was very interesting.
I had no idea what level design was, but I found it very interesting to interview some of the people behind the scenes, so I thought I would take a deeper look at level design this time!
I am interviewing xGami, who is in charge of level design at TeamKrama.
We also have a new illustration of a chibi-character by Akatuchi today.
Please be sure to read to the end!
[For the public]
What is Level Design?
[Silver and above]
An interview with xGami about level design!
Also a glimpse of the map in production for Act 11 of SoD:ID!
[Emerald and above]
Chibi Character Illustrations
Hikari,Kirara
[Gold and above]
Chibi Character Illustrations
Aya, Ichika, Einomaru
The definition of the term "level design" varies widely from industry to industry, from company to company, and from person to person.
Please read this as "TeamKrama's definition" only.
What words come to mind when you hear the term "level design"?
A level is a space, a map or field, where players can play. The level is the space where players play, that is, the map or field.
For example, let's have weak enemies that attack at close range at the beginning of the stage....
But that would be boring, so we might want to put them in the middle of the stage, where the players are getting used to them.
Weak enemies should attack by surprise!
So let's make the stage a little more intricate.
And so on.
For more details, please refer to the interview with xGami.