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Interview:
Anastasia (Amateur Scenario & Level
Designer) Interviewer:
GeekWoman Download
Age of Empires Demo from
FilePlanet
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Geek
Woman: Please, will you introduce yourself to our
readers?Anastasia :
My name is Anastasia, I'm an amateur scenario and level
designer for Age of Empires II (RTS) and soon Age Of
Empires III. I am a proud member and Head of Tsunami
Studios, a scenario design team established in 1999. I'm
also a dedicated moderator and staff writer for Heaven
Games, Age of Kings Heaven.Geek Woman: What is scenario and level
design?Anastasia :
Scenario and level design is the creation of scenarios,
levels, maps, mods, and AI scripts (artificial
intelligence), that are the stages, missions, game-plot
or other venue of player interaction for a given game.
This is done with scenario design or level editors that
either are packaged with a game, or provided as an
aftermarket product. These editors and other tools such
as 3D Studio Max, Maya, and XSI are special software
developed for the purpose of creating scenarios and
levels. Scenario and level designers are the directors
of the game-play experience, or as Cliff Bleszinski at
Epic Games put it the "digital architects." A game
succeeds or fails here, and this makes the scenario or
level designer one of the most important members of the
game development team. It can also make the amateur or
fan designer important to their game's community of
players. Some games that either ship with level editors
and/or have some third party editing software are; Age
of Empires II, Age of Mythology, Empires - Dawn of the
Modern World, Star Craft, War Craft3 and Command and
Conquer for RTS. -- Half Life, Unreal Tournament, DOOM
3, and Quake for FPS. -- Neverwinter Nights and
Morrowind for RPG. This is just a sampling and there are
many games with design software. Traditionally the
term 'scenario design' has applied to the creation of
games in the RTS genre, and 'level design' to FPS
and RPG. However, scenario and level designing is needed
in almost all but the simplest computer games, and for
the most popular games we can be sure that these
designers have played a great role in creating our
player experience. It's only been in the last 10 years
or so that the actual job of level and scenario designer
was defined as a separate role on the Game Dev
Team. Geek Woman: Is scenario design,
gaming?Anastasia :
Yes, if we consider the hardcore player and scenario
design enthusiast in a comparison, there is little
difference in the passion for gaming and knowledge of
games they both possess. However, scenario and level
designing at the fan or amateur level is done to create
new player experiences, to expand, enhance, and reinvent
the game's world and the objective challenges for a
game. Players use their mental and physical talents
to form creative and effective strategies for winning a
game, and designers use their artistic and technical
talents to create the winning player's experience.
Moreover, I don't know of any successful scenario or
level designer that isn't a hardcore gamer first. It is
a cliche in my design circle to say, "I am a scenario
designer because I suck at playing," but it's more like
the saying 'break a leg' is to actors, and designers are
and must be good at playing games. Geek Woman:
Are scenario and level design fun?Anastasia :
It's great fun, and extremely satisfying to create games
from game editors and have thousands of gamers play your
designs through file sharing, or tens of thousands if
your scenarios are featured in a gaming magazine, and up
to the professional level where potentially hundreds of
thousands will play the designs that ship with the
game. We are competitive at the amateur level and
often will enter contests and vie for player recognition
and high review ratings in our game's community. We form
teams that are somewhat similar to clans, yet they are
modeled after Game Development teams. Of course the way
we compete with each other through friendly rivalries
with other teams and within our own team's is really
just a sharing of inspiration. There is a competitive
atmosphere at the professional level too, but of course
this is tempered with a professionalism to be
expected. When we design scenarios we are the Wizard of
Oz, only the goal is to never let our Dorothy see behind
the curtain or make it back to
Kansas! Geek Woman:
Are scenario designers self taught, or do they have
college degrees that lead to game
design?Anastasia :
Most of us at the amateur level and even the
professionals I know, are to a great degree self taught.
However, the need for a college degree in some related
course study is increasingly becoming a requirement. I
guess like anything, if one is extremely talented in a
specific field of expertise and gets the chance to
demonstrate this, they will land a job. A college
degree, or other certification can convince an employer
to give the chance to demonstrate a talent. In any
event, the designers I admire the most, are educated and
also have some form of creative writing and/or art in
their backgrounds. These two skills are essential to
scenario and level design. At the fan level we can rely
on our own research into written communication, game
design and game theory online. I created an
educational board game before discovering scenario
and level design, and it seems I've always
been interested in games. Geek Woman:
How can young women enter this field, or simply do it
for the sheer fun of it?Anastasia :
Stay in school, play games and design scenarios and
levels for games in your spare time. There are many
games with editors that also have scenario and level
design communities, where they can learn the basics and
get feedback from players and reviewers. Seek advice
from professional level designers and accomplished
amateurs, also play-test or review their designs if the
opportunity should arise. Here is an excerpt from a
current want-ad I found from a major game
developer: * Proven
first-rate scenario design skills required; be prepared
to submit a scenario that is creative, polished, and
balanced, and does more than demonstrate that you can
use a scenario editor.* Strong
interpersonal and written communication skills—you must
work and play well with others.* Comfortable with the dedication and long hours
it takes to produce a great game.* Interest and some background in historical
topics a plus. Also, I suggest
that young women set their sights even higher, and on a
degree in game design. There is many accredited colleges
offering game design courses now. Beyond the
"career day" questions, scenario design can
be fun and satisfying for women of all ages. At the
amateur level we can learn and design at our own pace.
Open up the level editor that's bound to be in one of
the games around the house, play with it for an hour or
so, and you'll know if scenario designing is something
you want to do. Level and scenario designers seem to
intrinsically know who they are, anyone of us who ever
took charge of the rules to board and card games, played
with car and train sets, held puppet shows, made their
own comics or stories, or just imagined great things, is
a potential scenario and level design enthusiast, even
someone like me who was born with the knowledge
that Secret Spells Barbie with the magic dragonfly beats
GI Joe with M-16 always. Geek Woman:
Which platform do you use? Do you need a fast cutting
edge computer to design scenarios? Can you tell us the
specs?Anastasia :
PC is the platform I use, but my game of choice -- Age
of Empires II, is also a cross-platform game with Mac.
We are gamers first, so a fast cutting edge computer
appeals to us like it would any gamer, but we only
need the average system specs required for the games
we design scenarios for. I have the best mobo,
chip, video card, and all the ram that I could
afford. * (939-pin) AMD ATHLON64 3200+
CPU* MSI RS480M2IL ATI Radeon
Xpress200 Chipset SATA PCIE w/Video, LAN, USB2.0,I
EEE-1394, & 5.1 Audio* 1000
MHz FSB* 1024 MB (512MBx2)
PC3200 400MHz Dual Channel DDR MEMORY(Corsair Value
RAM)* Hitachi 160GB 7200RPM
Serial ATA 150 8MB Cache* ATI
RADEON X700 128MB 16X PCI EXPRESS VIDEO
CARD I am disappointed with the Mobo, in that
MSI isn't supporting it with Core Center, their standard
over-clocking technology. Geek Woman: I
understand that you consider yourself an "amateur," is
that because you haven't found a job in the industry?
Anastasia :
*laughs* I'm the self appointed spokesperson and
proponent of scenario and level designing for the sheer
fun of it; as a hobby, as a pastime, as a hardcore
enthusiast. I want to be the one that is the first to
tell the women gamers out there about the
great outlet for creativity that scenario design is, and
tell them about the satisfaction they'll
experience, and also get to play all the great
scenario's they'll create too! Hopefully we'll
play-test for each other, or compete in contests against
each other, but more importantly I hope we'll learn
from, and inspire each other. I'm an advocate of team scenario design too, and
I'm a proud member and head of my team, Tsunami Studios.
There is a social aspect to the scenario design scene
that I genuinely enjoy, and it is an interesting and
friendly online environment with a focus. Right now the
RTS community I design in is predominantly male, but I'm
doing my part to change that. I also want to keep the
game and software developers aware
that scenario designers are a growing
sub-culture of computer game enthusiasts, with money to
spend. As far as getting hired goes, I
might have the skill by now, but I lack both the
time and the will to design scenarios for anything
but the fun of it. I have a relatively full
life, that includes a job un-related to gaming that
I enjoy and don't want to change now. Fan designers
consider themselves amateurs because they don't
make money or attempt to make a profit from their
designs. We do attempt to achieve at the same level of
excellence that our professional counterparts do, only
it's under different circumstances. Geek
Woman: What is Tsunami Studios? What is your position
there? Anastasia :
That's my crew! We are one of the oldest and most
productive scenario design teams in our RTS community.
Established in 1999 by Inquizative, the then four
member team set out to design scenarios for Age of
Empires II -- The Age of Kings. The team has come a long
way since then and has had well over a hundred members
join and help create our team's legacy of scenario
design excellence. We have designed primarily for
the RTS titles Age of Empires II -- Age
of Kings and The Conquerors expansion, Empire
Earth, Stronghold, Age of Mythology and The Titans
expansion, Empires Dawn of The Modern World. Some of our
members have designed and/or play-tested
professionally for game dev studios, and some
others work in related fields. We have created over
200 designs and other related projects, enjoyed
by tens of thousands RTS fans. We host an
online library of articles and tutorials for scenario
design. The team currently has over 20 active
members and we continue to share our great interest and
passion for gaming and scenario design. We
are also planning to design for two upcoming RTS
games Age of Empires III (ES/Microsoft), and Rise and
Fall (SSSI). I am one of
two acting heads of Tsunami Studios
(TS), and I am responsible for guarding the
team's legacy and vision. I am the only woman on
the team. As Head of the team I don't
rule, rather I'm the trusted guardian of team
assets, the greatest being the designers
themselves. Team policies are adopted by unanimous
decision. So, my work is mostly administrative, but
I also help to keep things in perspective for the
members, and especially the younger members who
are trying to juggle school and other interests by
helping them to keep their priorities strait and
reminding them our team is for fun. If I may, I
want to plug our rivals, Woad Creations and Dragon
Game Design Network, that are two even older
scenario design teams. If there is any truth that one is
only as good as their competition, then these two teams
have certainly kept their part of that
bargain. Geek Woman: What is
HeavenGames and what is your position
there? Anastasia :
HeavenGames
(HG) is my online home and the center of my
scenario design universe. I'm Cherub AnastasiaKafka
there, and I'm a staff writer and forum moderator at Age of Kings
Heaven. About HG; HeavenGames operates a suite of
high-quality, PC-game-related fan sites and is well
known throughout the gaming community for the incredible
wealth of content and gaming resources available on the
sites. HeavenGames has chosen to focus on a narrow
selection of games but with exhaustive coverage of each
and every one of those games. This has allowed HG
to develop strong communities of gamers and has allowed
HG to become a valuable resource for game
developers. The forums are a veritable hive of not
only fan and HG staff activity, they are also regularly
visited by the big names behind the games. Visitors of
HG have been able to suggest game enhancements to the
developers, usually through the forums, that have
ultimately been included into game sequels or patches.
Currently, HeavenGames serves as a portal to over a
dozen well-groomed sites covering mainly RTS and
City-Building genres. Anyway, our
positions and jobs at our respective game
sites seem very similar (GeekWoman). Only most of
my work focuses on the one game title covered at Age of
Kings Heaven. There is only a handful of women
involved in scenario design at HG, but like in
other gaming communities we seem to have become
leaders in the community. There seems to be some trend
here, and I've read where women seem to
disproportionately earn and take on leadership roles in
many gaming venues online. So, I guess in that sense I'm
not special or unique. Of course I'd like very much to
see more women at HeavenGames, and especially in
the scenario design forums there. *
Thanks for this opportunity to explain
scenario and level design, and to note some of my
experience to your readers. I've been a lurking fan
of the many game previews, reviews and other
articles here at Game-Vixen, but I hope to be a more
visible contributor to the forums here when I
visit.
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