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Posted (edited)

This thread is based on this comment from another discussion we've been having here in the hallowed halls of AE:

  

On 1/17/2024 at 10:12 AM, huang3721 said:

A good level design, however, transcends storytelling. Anyone can appreciate a good design. A challenging design, IMO, is even better.

Now...while there is no way in the nine hells that, as a story teller, I'm going to agree that level design transcends storytelling, I WILL readily admit that creative level design can be its own piece of art, for sure. There's some stuff out there that can be appreciated for its design intricacy, creativity, and,  - dare we say it? (yes...we dare) - pure aesthetics (which, indeed, may transcend being pigeonholed into the typical "story" category).

 

That being the case, if you are an accomplished and artistic mechanical designer, or one for whom the presentational aspect is at the forefront; if you're one who experiments with the tools we have to produce unique creations, or for whom "story" might be better termed as "experience,"* this is your exhibition hall. Post your creative mechanical design entries here. Your experimental pieces. The times you were pushing the AE tools to their limits. Your strange edge cases that fit into the stereotypical AE "story" box." You might tell us a bit about what you were shooting for. Or we can just let the art, flow over us, man. Either way, throw yourself some bouquets. Let everyone know you've got something uniquely off the beaten path. 

 

* This isn't to say you aren't trying to tell a story, of course. But the idea is that your primarily using the tools to produce some interesting effects or challenges.

 

 

Edited by cranebump
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Posted

I find that the story shapes level design.  Then again "story" might be "Farm this area for smashing", so that gets nuanced.  

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Posted
1 minute ago, Darmian said:

I find that the story shapes level design.  Then again "story" might be "Farm this area for smashing", so that gets nuanced.  

So do I. Though I have started the process with as little as a basic title, and then done some creature design before figuring out the story. In the case of this thread, I'm mainly thinking about some of the stuff like @Clave Dark 5 has done (particularly the one involving sound {the title, unfortunately, escapes me). I'd include @Peacock's Rumors of my Death are Entirely Accurate in there, as well, if only for the introductory mish that sets the stage for everything else. Mainly though, I wanted to pay some respect to @huang3721's comment about level design, which isn't something I've thought about much, but is worth more examination and appreciation.

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I have done a TON of AE work, both long form and single arc. Just search the AE mish list for my sig @cranebump. For more information on my stories, head to the AE forum sub-heading and look for “Crane’s World.” Support your AE authors! We ARE the new content.

Posted (edited)

Being name-checked, I have to list something in here, but I keep forgetting to! 

 

Rather than repost the whole deal, here's a link to the thread for it:

 

 

Edited by Clave Dark 5
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Posted

That was exactly the one I was thinking of, @Clave Dark 5. It's really something unique.

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I have done a TON of AE work, both long form and single arc. Just search the AE mish list for my sig @cranebump. For more information on my stories, head to the AE forum sub-heading and look for “Crane’s World.” Support your AE authors! We ARE the new content.

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