Post by a Chunk on Feb 4, 2019 17:39:10 GMT
Read this article on our new site HERE: www.nextleveldesign.org/index.php?/featured-content/nld-originals/level-design-lobby-an-interview-with-max-pears-r2/
We're overjoyed to bring you our very first Next Level Design interview with Max Pears, a level designer who's been in the gaming industry for several years. Sit down and relax as you read through our conversation with the Level Design Lobby founder, learning about his gaming background from childhood to present day. In the process you'll get to know him, and learn about what has motivated him to share his knowledge and experiences with his fellow level and game designers.
NLD: Let's start at the beginning. What was your youth like? What sort of hobbies and activities did you participate in when you were growing up?
Max: My life before games was the same as many to be honest. I played games a lot, I did quite a bit of theatre, played basketball but due to the fact that I’m very small the career never kicked off aha.
NLD: Sadly, I can relate... Obviously gaming became an interest for you at some point along the way. Do you have any particular memories around gaming from your childhood?
Max: Games have always been a big part of my life. My father was a huge gamer before me and he will always tell me this story:
When the PlayStation 1 first came out he was unable to reserve the console, but he was put on a list for those who would be notified if any would be spare. He gets a call around lunchtime from a store informing him they have one but he needs to arrive ASAP or it would be sold. With this information he tells his boss that he has to leave early as me and my brother were sick (a total lie) in order to get the PlayStation, ahaha that always makes me laugh but it just shows how they have always been there.
NLD: Do you remember when and why you started thinking about game design and level design?
Max: I knew I wanted to get into games at a very young age. I used to walk around school with game guides and read them when I got a chance (please kids don't read them during class though). I had part time jobs as a paper boy, shop assistant and kitchen porter, but I knew I always wanted to make video games.
The first game which inspired me was Metal Gear Solid. One of my most vivid memories was running up the stairs as a child to see my dad and uncle playing it. At the time, seeing a robot ninja, it blew me away. Not only that, but seeing how my dad pressed a button and then it having an effect, it was incredible. Ever since that game I was hooked, and played as much as I could.
What drew me to making games was that feeling I got when playing a game - how it can take you on an emotional roller-coaster. One minute relaxed, as you have a sense of awe when being transported to other worlds you might not have been able to imagine. To then feeling your whole body tense with tension as you try frantically to solve a puzzle or beat a boss. I always felt games were the medium that could truly reach us like no other.
Ever since that, I have been trying to make others feel like this, trying to emotionally connect players to the games that I make.
NLD: Speaking of the games you make... Eventually you made it, obviously - you got into the gaming industry. What kind of projects have you worked on so far, and has it lived up to your expectations?
Max: Yeah, for those who do not know me (which I imagine is quite a lot), I have been making games professionally now for over 5 years, coming up on 6. I have worked on a range of titles from Mobile, Augmented Reality, indie, and now currently AAA. Truly for such a short span of a career it’s been great fun to work and do all of these amazing projects as each one has many things to learn and get better from.
The first game I shipped was a game called High Rise - it was for Mobile platform, in which players had a crane that moved left to right and players had to tap the screen in order to time when to stack the blocks to build the highest tower.
My last released project was the DLC for Ubisofts The Division called Division Undergorund. As you can see that they are very different games. Funny when you look back as for every game there are many lessons you take away and other things you wish you could add or even finish for those games.
NLD: Wow, that IS an interesting mix of games, and sound like you've learned a lot from them. Here at Next Level Design, we first became aware of you through your work on the Youtube channel Level Design Lobby. What is the channel all about, and what possessed you to start it?
Max: Level design lobby, yes that is the name of my podcast and it’s been going on for over a year now which I’m really proud of, and people seem to be enjoying it which makes me happy.
I started the podcast for a couple of reasons. One is because there is so many lessons which I have learnt, and it is hard to keep in my head so it is my own personal journal which I can look back to when I make a game (despite me never really getting comfortable with my own voice aha).
The second reason is that I find there is not many resources about level or games design and even less from actual professionals who have worked on games. Which is why I like your site mate, you have a brilliant place for all of us to visit and learn from so thank you for putting it all together my man. But yes, so when I was trying to break into the industry a lot of conferences focused on art and animation, as to be honest they are much easier on the eyes and easier to understand from a visual perspective. So this is my way to give back to those who want to break into the industry.
Level Design Lobby - Ep 31: Core Mechanics
This has been one of my personal favorite episodes to record so I hope you love it as much as I did creating it. I break down how to make a core mechanic important to your game design. Looking into ways to make it memorable to the players. As I take a deep dive into two fantastic mechanics we can all learn from.
NLD: Are there any subjects you’d like to cover on Level Design Lobby that you haven’t had the opportunity to get to yet?
Max: Yes, I am excited as I am going to be doing deep dives into levels more in which I select a level from a game and while playing it I will start to deconstruct it. They will be coming to twitch and youtube shortly.
NLD: Fantastic! Max, thank you very much letting us get to know you. We can't wait to see what the future brings for Level Design Lobby.
Follow Level Design Lobby:
Youtube: www.youtube.com/channel/UCncCrL2AVwpp7NJEG2lhG9Q
Spotify: open.spotify.com/show/03OTDRAPsAiocSLCTEiXBn
Follow Max:
Website: www.maxpears.com/
Twitter: twitter.com/maxpears