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  3. Level Design

The user experience of Level Editors

  • Tyker
  • June 12, 2016 at 12:38 AM
  • Tyker
    • June 12, 2016 at 12:38 AM
    • #1

    Hey everyone! A few months ago at GDC I gave a talk about the user experience of level editors. I talk about Unity, Unreal, Hammer, The Creation Kit, and 3dsMax from a level designer's perspective.

    It just went live on the GDC vault for free: http://gdcvault.com/play/1023235/K…esigners-in-the

    edit: Though it's a bit easier to watch on youtube:

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    I would love to hear your opinions on it! Have you had the same experiences? Or do you know of level editors that were particularly awesome, or particularly bad?

  • blackdog
    • June 12, 2016 at 7:52 AM
    • #2

    I'll definitely go through this one. Is not like I used every tool, but between experience and videos presenting editors… I keep thinking nobody has made the ideal editor.

  • Tyker
    • June 13, 2016 at 7:57 AM
    • #3

    I have the exact same feeling! Every editor seems to have their own ideal and non-ideal parts.

  • Sentura
    • June 13, 2016 at 11:26 AM
    • #4

    I've been saying this for years! Really solid talk about a really important topic that is too neglected in this industry. It's all too frustrating to see developers glance over the pipeline when there is real work to be done.

    Thanks for sharing.

  • Tyker
    • June 16, 2016 at 10:47 PM
    • #5
    Quote from Sentura

    On 6/13/2016 at 0:26 PM, Sentura said: I've been saying this for years! Really solid talk about a really important topic that is too neglected in this industry. It's all too frustrating to see developers glance over the pipeline when there is real work to be done.

    Thanks for sharing.

    Exactly, it's a very neglected topic that many know about, but few talk about! I'm trying to share the talk as much as possible to try and spark a bigger conversation, and hopefully get some development-wide change to occur. If you know fellow developers who would be interested in this topic, or are working with tools that could be improved, please share the talk!

  • Squeebo
    • June 20, 2016 at 7:25 AM
    • #6

    I agree with a lot of what you said; nice to see someone bring up a lot of these talking points and to know there's someone who shares some of these frustrations. I do hope some UX/UI developers take heed.

    Thanks for posting.

  • MikeGon
    • July 25, 2016 at 4:54 AM
    • #7

    Good talk! I think you're 100% right and concentration is extremely important as we work... even the slightest extra step, delay can make us lose our flow, and precious ideas... I sometimes consider myself a maniac when it comes to these things... I rebind functions I use the most to my left hand so I don't need to look down at the keyboard as often, create macros using external softwares that runs several function really fast, I make macros just for clicking where specific buttons are in the editors I use the most, so I don't need to look and "aim" for it, which takes a precious second, several times a day... stuff like that.

    So yeah this is important to me!

    I dream of a day when we can make editors react to everything we want to do without any delay... like we control it with our thoughts or something :P Thanks for sharing Tyker!

  • biXen
    • July 27, 2016 at 11:56 AM
    • #8

    MikeGon: Examples of those macros?

    As a hobbyist in VFX one thing I really love is the flexibility of some of the UI's there. This would really suit level design imo. In Nuke I can write a few lines of Python (having no previous experience with it) and suddenly I have some knobs that can control all similar settings all around the file. Imagine something like this for controlling light on all similar types of lighting in your level as an example.

  • clankill3r
    • August 1, 2016 at 7:31 PM
    • #9

    here is the youtube link:


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  • blackdog
    • August 3, 2016 at 10:13 AM
    • #10

    I knew this was coming from a mapcorean ;) I posted it in the "interesting conferences" topic when it popped up on my stream

    havent had the time to watch it yet tho

  • shawnolson
    • August 4, 2016 at 6:11 AM
    • #11

    Very interesting video. There was a point early comparing Hammer to Unreal for number of clicks per brush that I wanted to insert because I've got some tools for Source in Max that just don't make it fair for clicks-per-brush... in fact he mentions at # 24:35 a tool that architects use that designs with splines called formz.... I've actually built a tool for Source in Max that does just that called CorVex (which I'm proud to say Autodesk featured on their app store for a couple years). I built CorVex because I personally think that the Hammer design philosophy for brushes is inefficient.

    I'm curious why he left Max out of the Terrain discussion... as that is one topic specifically that Max has no limits. Likewise, placing assets -- as Max has giant set of options on this (think of the Forest Plugin). Instancing, also...

    And for the texturing/UVs the information on Max was not exactly correct. He was correct in terms of Vanilla Max, but there are solutions for the issues.

    I did enjoy the video, but as both an expert and advocate of Max level design, I was keen on those aspects that were erroneous or skipped.

    But overall I agree with the speaker. While developing Wall Worm, I've had to update several functions and UI elements because my initial decision for action x/y/z was not good or immediately obvious for users. And this is an important aspect of design UI (which is not my personal forte). On the flip-side, one of the issues I've always had to deal with in terms of Wall Worm/Max is that most of the new users have always been having to accommodate have backgrounds in Hammer--which comes with it's own set of design-philosophy baggage. I know of many design strategies that are far faster in Max than you could ever do in Hammer... but so many people in the Source world have actually conformed themselves to Hammer that it makes it hard for them to think about level design differently. I suspect that UE4 will probably start changing that over the next few years, though.

    In terms of my baby Max, Playtesting is really the only area that it fails to hold it's ground. But in terms of the Source Engine, playtesting a level made in Max is no different than playtesting a level made in Hammer. In both cases, it's hit the compile button, go make some coffee and find something else to do for the next 5-60 minutes.

  • Psyrius
    • August 5, 2016 at 2:16 PM
    • #12

    Good speech. I was feeling a slight urge today going back to Hammer and create a map for CS, but I could only think of all the time consuming problem it has so now I'm not sure anymore. It's good that this subject is talked about. Let's just hope that the tools will be updated soon.

  • 2d-chris
    • August 5, 2016 at 4:48 PM
    • #13

    This is interesting, but I feel a little too simplistic due to the time constraints of the presentation and assumptions on developers workflow, nevertheless it's a good rundown of a few of the many tasks performed in a level editors. For example, I don't know any designer who crates (pun intended) a new brush (bsp) for everything that they add, instead, you modify existing ones or duplicate them, and work from there, just that one change in workflow produces drastically different results for UX (for example in unreal you hold alt + drag mouse to duplicate anything) Additionally, where as first time UX of where buttons are is important, once you've learned how to do something, you'll know for the future, UX often focuses on actions that needs to be performed for the first time, and to make sure that they are not frustrating, which obviously makes a lot of sense for a game, but something as complicated as a level editor is never going to be easy to pickup, especially since new editors have to do so much more than older ones (yes hammer looking at you, still love you though) a complex action that must be performed many times often gets a special macro or tool written internally for it, and simple ones often get hotkeys, although personally I don't really master hotkeys in tools because when swapping around them it becomes a nightmare.

    This is not to say that the UX experience of the tools doesn't matter, this is a great talk and a wish more people cared, it's just to say that every developer has their own preferences for workflow, some of the tricks I picked up at Epic make the hammer BSP method seem slow by comparison, it just requires that knowledge to be shared. The fact is that different developers use DRASTICALLY different workflows for creating levels, none of which are necessarily better or worse than each other, and this point alone makes comparisons complicated and messy, so by that point the best tool is the one that gives the most flexibility not necessarily the best single optimised workflow.

    It all boils down to, the overall package, and just like everything in life each has their pros and cons, I've been saying this for years, but the tools matter a lot less than the experience of the developers themselves (I've heard some comments in this industry that believe tools are everything and that they can replace experience!!) I've managed to master every editor I've come across pretty fast, because as mentioned they all do similar things, the knowledge of HOW to do something soon becomes trivial, and then the tricky question is WHAT to do, which unfortunately is not so easy to answer :)

    Flow is also important, but the realities of being a level designer in a studio pretty quickly ruins any chance of that, since you'll be interrupted or asking questions constantly, on the rare occasion it happens though, it's a wonderful thing :D

    Anyway, keep it up, thanks for being brave, tackling the subject and fighting for the user experience!

  • Skybex
    • August 5, 2016 at 7:34 PM
    • #14
    Quote from 2d-chris

    2 hours ago, 2d-chris said: The fact is that different developers use DRASTICALLY different workflows for creating levels, none of which are necessarily better or worse than each other

    While I agree with most of what you said, I cannot agree on this part. Unity/Unreals method of click dragging meshes into the editor is unquestionably better than hammers and the creation kits. The same goes for many of the aspects spoken about such as preview images, search tagging or custom libraries, testing the game in editor and many more. There are so many things with some of these engines that is just a step above completely unusable or broken, mostly so with Hammer and the Creation Engine.

    And something @Tyker didn't specifically mention, but maybe implied. Is bad UX not only causes worse work to be performed, but in some cases no work performed at all. I can't count how many times in hammer I have abandoned ideas simply because I cant be bothered to go through the model importing nightmare or mess with the VMT's to bother with a texture. I know something is bad, but don't care to improve it at all. And since I love Skyrim and Fallout so much I would have loved to work on a mod for them, but one look at their toolset instantly puts you off. Games using Hammer and the Creation engine are the most modded games out there, but their toolsets are absolutely terrible and I have to wonder how much UGC is lost because of how bad they are.

    Also a shame you wasn't able to speak about flowgraph as well as in editor animation systems, such a huge time saver that is so powerful short and long term.

  • 2d-chris
    • August 5, 2016 at 8:30 PM
    • #15

    Yeah level editors are much more than primitive editing tools these days, that's where Unreal obviously excels, being the complete package. Here is the thing though, obviously creation kit is designed for a complex RPG and it's also not designed to be flexible, it;s a tool designed for one thing, it's not fair to compare it to a tool traditionally designed for FPS games, but I suppose, what is the fun in that :) It's the things you don't think of that are really tricky, dialog systems, tutorials etc, how they integrate into tools is just as important as world building.

    Building a complex RPG in any editor not designed for it is a nightmare, you'll end up writing most of the tools again, much can be said for racing games etc, expecting any single tool to master all of the genre's and workflows is just not viable. So as the saying goes, you must use the right tool for the job! Aint no multi tool that will do everything even if people have tried :D

  • grapen
    • August 5, 2016 at 8:46 PM
    • #16
    Quote from Skybex

    1 hour ago, Skybex said: I can't count how many times in hammer I have abandoned ideas simply because I cant be bothered to go through the model importing nightmare or mess with the VMT's to bother with a texture.

    Alt-tabbing in and out of CS and inputing mat_reloadallmaterials after every single VMT parameter/and or mask change is killing me right now.

  • Tyker
    • August 6, 2016 at 12:13 AM
    • #17
    Quote from shawnolson

    On 8/4/2016 at 7:11 AM, shawnolson said: I did enjoy the video, but as both an expert and advocate of Max level design, I was keen on those aspects that were erroneous or skipped.

    Sorry! I already had to cut so much good stuff when building the talk, and things had to go. Generally I'm still happy what the talk gave out as an idea, but originally I went over all 5 editors on each chapter. I loved doing this, and going into full detail, but sadly the time wasn't there. Even with those cuts, and talking super fast, I barely made it into 50 minutes. Please let me know what was erroneous though! I am not perfect, I do not know everything, and I'm always willing to learn.

    Quote from 2d-chris

    8 hours ago, 2d-chris said: This is interesting, but I feel a little too simplistic due to the time constraints of the presentation and assumptions on developers workflow, nevertheless it's a good rundown of a few of the many tasks performed in a level editors.

    Yep, time constraints and cuts sadly had to happen, but as a general idea to share this knowledge (especially something I rarely hear people talk about) I'm still happy with it.

    Quote from 2d-chris

    8 hours ago, 2d-chris said: I don't know any designer who crates (pun intended) a new brush (bsp) for everything that they add, instead, you modify existing ones or duplicate them, and work from there, just that one change in workflow produces drastically different results for UX (for example in unreal you hold alt + drag mouse to duplicate anything)

    True! I work the same way in hammer. One of the first iterations of the talk actually had me build the exact same house/room in each editor to show different workflows, but this was much too time consuming, and made it difficult to compare the editors as there was a lot of time inbetween the different features. This resulted in the final format, which in this way meant the creating of the brush & the editing/copying/moving of the brush were split up. So I do talk about both placing and copying/edit to create sections (Or if it feels like I didn't, please let me know if that wasn't clear!) the two topics are so separate it doesn't look like normal level design workflow. Thanks for letting me know, I did not realize that until now!

    Quote from 2d-chris

    8 hours ago, 2d-chris said: Additionally, where as first time UX of where buttons are is important, once you've learned how to do something, you'll know for the future, UX often focuses on actions that needs to be performed for the first time, and to make sure that they are not frustrating, which obviously makes a lot of sense for a game, but something as complicated as a level editor is never going to be easy to pickup

    It doesn't have to be easy to pickup, no. There is time to work with it and get used to it, but the section where I talk about the 'ok' button vs the 'x' button in the Skyrim Creation Kit (SCK) is exactly about this. "If you do something, you'll know for the future" is not always true. Many editors & tools have a problem that there are solely tool programmers involved and not designers, creating scenarios where the technical action is possible (pressing 'ok' or 'x') but the physical action of pressing them varies within a huge editor. The SCK is definitely not the only one to do this, of course. UX needs to focus more on what you are continually doing, again and again, and to make that smooth. Sure, level designers also need to deal with problems and bad tools sometimes, but if that goes too far, which it often does, then you reach that point of "Deal with it." and "A good designer/artist/developer doesn't blame their tools, and comes up with cool stuff regardless." which is incredibly detrimental both physically, mentally, and qualitatively, as I discuss in the talk.

    I think that reality can change. It will be slow, it will take incredible time and effort, but the end result will be worth it both for game developers and for game players.

    Quote from 2d-chris

    8 hours ago, 2d-chris said: This is not to say that the UX experience of the tools doesn't matter, this is a great talk and a wish more people cared, it's just to say that every developer has their own preferences for workflow, some of the tricks I picked up at Epic make the hammer BSP method seem slow by comparison, it just requires that knowledge to be shared. The fact is that different developers use DRASTICALLY different workflows for creating levels, none of which are necessarily better or worse than each other, and this point alone makes comparisons complicated and messy, so by that point the best tool is the one that gives the most flexibility not necessarily the best single optimised workflow.

    This is something I'm sad about that I did not mention it. This is the answer I would've loved to give to the question at the end concerning finding a tool for a game that has thousands and thousands of props: To find the right tool, and the right tool UX, you need to look at: Your company, the genre you're building, your publisher relations, your developer workflows, your time limit, the studio culture, the country culture, your budget, etc etc. and then make an informed decision with all of those factors in mind.

    Quote from 2d-chris

    8 hours ago, 2d-chris said: I've been saying this for years, but the tools matter a lot less than the experience of the developers themselves (I've heard some comments in this industry that believe tools are everything and that they can replace experience!!) I've managed to master every editor I've come across pretty fast, because as mentioned they all do similar things, the knowledge of HOW to do something soon becomes trivial and then the tricky question is WHAT to do, which unfortunately is not so easy to answer /emoticons/[email protected] 2x" style="vertical-align:middle;border:0px;color:rgb(39,42,52);font-family:'Helvetica Neue', Helvetica, Arial, sans-serif;font-size:14px;font-style:normal;font-weight:normal;letter-spacing:normal;line-height:22.4px;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;background-color:rgb(255,255,255);" title=":)" width="15" />

    I disagree, and this is where I think change needs to happen. Tools affect the end result of developers, both of experienced and inexperienced ones. If a badly placed exit button makes you lose 30 minutes of work, then your production, mood, and creative quality have just gone down. I won't say tools are everything anyone needs to make something awesome, but I also won't say tools matter less than the developer experience. If working with the editor is annoying enough to get a developer out of a good mood, it's not the fault of the developer, it's the fault of the tool. And we can fix tools. Telling developers to deal with bad UXd tools is reasonably okay, up to a point, but that point should not be 'running into the tool programmers room asking what the hell is going on', but should be 'getting annoyed over a consistently repeated action'. Again of course studio culture, time limit, budget, etc come into play, but the argument of how to do something becoming trivial and what to do becoming important is, in my opinion, not entirely accurate. It's missing a critical element. It's not just how to do something, or what to do, but in what way is it being done? If you have an awesome idea (what) and you know how to do it (how) but then you need to wrestle with a bad UXd editor to make it work (in what way) then you might not act on that awesome idea, or your creative energy will stop flowing because you will start to get annoyed, and then you might instead produce a less awesome idea in the end. Now the game is in a worse state purely due to bad editor UX. Experience might help here, but it's not a catch-all for these problems. In the end developers are only human. Bad tools can bring down amazing ideas and awesome games. You can punch through bad tools, and come out with awesome games, if you have enough willpower, force, budget, or time, but many times the sacrifices in final quality are not worth the small time it would take to fix a UI/UX issue.@Skybex's post also brought this same argument to light, and it's exactly how I feel, what I've heard, and what I've experienced in the industry. Amazing projects & ideas have been lost, just due to bad tools that human beings could not healthily deal with. Anything might be technically possible in an engine or editor, but it also has to be humanly possible.

    Quote from 2d-chris

    8 hours ago, 2d-chris said: Anyway, keep it up, thanks for being brave, tackling the subject and fighting for the user experience!

    Thanks! And that's why I wanted to say in the above point: I disagree. I think it's useful to say that publicly, even though I may be talking to someone with more years of experience and a more senior position. I'm going to keep fighting for better tools & editors, not only so that developers enjoy work more, but also so I can play even better games! :)

  • Lacabra
    • August 6, 2016 at 2:35 AM
    • #18

    I have been summoned! Awesome to see more people talkin' about this stuff.

    I made some videos called Level Editing In UE4 Kinda Needs To Catch Up To Quake 1 and Hypothesising Negative Effects of Ubiquitous Modular Mesh Based Level Design, latter of which was discussed at length on the UE4 forums (I'd be interested in whether you saw that, @2d-chris). These days I'm working with UE4 but making my maps in Hammer, because modular mesh based level design is only a sensible idea for large studios with lots of artists, and Unreal doesn't have good level design tools for anything outside that situation. I do love Unreal though.

    Quote

    Quote For example, I don't know any designer who crates (pun intended) a new brush (bsp) for everything that they add, instead, you modify existing ones or duplicate them, and work from there, just that one change in workflow produces drastically different results for UX (for example in unreal you hold alt + drag mouse to duplicate anything)

    This is totally a thing, but compare the UX of alt+dragging a brush to clone it in Unreal to shift-dragging a brush to clone it in Hammer. Same thing, except with Unreal, you have to click-drag on the pivot, (why does it have a pivot?!?!), which is a tiny target for your mouse, which is probably not in the center of the brush, or might be nowhere near the brush if you've resized that brush a lot, and then it drags really laggily across to where it belongs, and then either you've got to manually hit "rebuild geometry" to see the result, or you have automatic rebuilds on, and now you have to deal with a potentially-very-long hitch while Unreal rebuilds the entire map's geometry because you moved one brush...

    Quote

    Quote some of the tricks I picked up at Epic make the hammer BSP method seem slow by comparison, it just requires that knowledge to be shared

    Epic's BSP implementation is so slow I don't know if I could come up with a method that didn't make it feel slow by comparison :P But that's because it's a bad BSP implementation.

    I'd be super interested to hear some of your tricks, and see if they're applicable to a smaller-scale operation than you have at Epic.

    Quote

    Quote Flow is also important, but the realities of being a level designer in a studio pretty quickly ruins any chance of that, since you'll be interrupted or asking questions constantly, on the rare occasion it happens though, it's a wonderful thing

    This is interesting. To me, if you're in a studio that ruins any chance of you getting a flow going, that... sounds like a pretty bad work environment? Shouldn't that be a priority?

  • 2d-chris
    • August 6, 2016 at 3:18 AM
    • #19

    I think the difference is I don't let things get to me, I've learned the quirks of something like 5 engines, and the blockout phase is actually a small part of my job, so I'm not going to lose sleep about it. I have thoughts on improvements for all the tools within the various engines, but I've never hit a point where I can't create what is in my mind, you can do just about everything with all modern engines, of course, if you go out of the box from what the rest of the team is doing, you'd better know how to do it because that is asking for trouble :) In crysis 3 I pushed the boundaries by building a level where the two major location you play in both get completely destroyed, that was a nightmare and a real challenge but worth it in the end, it was possible because I understood all the tools (cinematic tools, scripting etc) and was able to prototype it myself.

    This is going a little bit off topic, but @Lacabra if you want to sit in a corner and get work done, being a designer who is coordinating relatively big teams on your vision is probably not the best job, when you work on a smaller team it becomes even more critical to communicate, I'm sure there are plenty of studios that assign task and you just execute, but I personally wouldn't go near them with a ton of bricks! Ultimately, it is up to me to decide how best to spend my time, flow happens when I need it to happen, but we're not grinding out content like slaves, we like to talk a lot and discuss options. This is especially true when you work on a new IP

    I uploaded some videos of working with unreal's geometry tools, it's in the spotlight section on the right, Sid also produced some videos of his workflow, which is very different than me but a lot more traditional, I've built up a combination of Hammer, Unreal, Cryengine and Maya ... so a hybrid between all of these usually fits no matter what I need to design.

    I want to add a little point that is overlooked, great tools allow you to make things faster, but guess what usually happens then, you get moved onto something else, so you will usually produce MORE work, but not necessarily BETTER work, the best companies will realise this and give you time to improve, but I just want to be clear in stressing that more efficient workflows doesn't actually make better content, out of the box, but it might produce it faster. It requires considerable commitment by management to understand this. As your game becomes more formalised, development times become even tighter, I can give an example of this. For Crysis 2, AI pathing used to take considerable time, as each point in buildings was hand placed, we later replaced it with an automatic solution for Crysis 3, what ended up happening is the time to work on the level dropped, and designers became lazier, before when doing the AI pass by hand we would carefully check that the space was good for the player and AI, afterwards it became something that was pretty much ignored. Now we could of added a task to make sure that everything was valid, but it was forgotten for time and convenience. Everyone wants things faster, but the realities is when things move at a certain velocity, mistakes are made and ignored, sometimes taking your time is a very, very good thing.

  • Lacabra
    • August 6, 2016 at 4:03 AM
    • #20

    Wow... these are some insane observations to me! I kind of get where you're coming from, but it's such a completely different way of looking at a thing.

    Yes, taking your time is a good thing - being forced to take your time because your tools are slow is not.

    A lot of what you're saying seems to be... that if you improve your efficiency, your efforts are probably going to be undermined by bad project/office management and you end up no better off... so you're better off not trying?

    Improvements to tools aren't supposed to make you lazy because things are taking less time, that saved time is time you can invest in the other stuff you're doing.

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