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	Comments on: Lifting the Designer’s Curse	</title>
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	<description>Game Design Consulting</description>
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		<title>
		By: Alexandre Mandryka		</title>
		<link>https://gamewhispering.com/lifting-the-designers-curse/#comment-3</link>

		<dc:creator><![CDATA[Alexandre Mandryka]]></dc:creator>
		<pubDate>Tue, 12 Aug 2014 06:28:23 +0000</pubDate>
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					<description><![CDATA[In reply to &lt;a href=&quot;https://gamewhispering.com/lifting-the-designers-curse/#comment-2&quot;&gt;Johann Lim&lt;/a&gt;.

Hi Johann,

Well I tend to look at it in reverse. A Level Designer for me is the equivalent of a movie director that would direct one scene (or level). So, yes it is restricted by how the set is built, but in fact, all the tools should be requested by the level designer in order to create the intended player experience. In that sense, game design is just a technical resource for level design.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamewhispering.com/lifting-the-designers-curse/#comment-2">Johann Lim</a>.</p>
<p>Hi Johann,</p>
<p>Well I tend to look at it in reverse. A Level Designer for me is the equivalent of a movie director that would direct one scene (or level). So, yes it is restricted by how the set is built, but in fact, all the tools should be requested by the level designer in order to create the intended player experience. In that sense, game design is just a technical resource for level design.</p>
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		<title>
		By: Johann Lim		</title>
		<link>https://gamewhispering.com/lifting-the-designers-curse/#comment-2</link>

		<dc:creator><![CDATA[Johann Lim]]></dc:creator>
		<pubDate>Tue, 12 Aug 2014 05:42:27 +0000</pubDate>
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					<description><![CDATA[Hi Alexandre,

Enjoying your blog, thank you very much for sharing your knowledge, thoughts and experiences.

Above, you mentioned &quot;Historically, Level Design has been considered as Game Design’s little brother, but recent blockbuster games have clearly showed the importance of thinking otherwise.&quot; Can you please elaborate on which games, and briefly mention how they broke the norm?

I see that Level Design is highly dependent on Game Design, since that dictates the toolset (gameplay elements, mechanics, etc) you&#039;re limited to. The level is where the experiences are crafted, but I don&#039;t see how it can grow beyond the capabilities of the tools you work with.

Your insight would be greatly appreciated. 


Best regards,
Johann Lim]]></description>
			<content:encoded><![CDATA[<p>Hi Alexandre,</p>
<p>Enjoying your blog, thank you very much for sharing your knowledge, thoughts and experiences.</p>
<p>Above, you mentioned &#8220;Historically, Level Design has been considered as Game Design’s little brother, but recent blockbuster games have clearly showed the importance of thinking otherwise.&#8221; Can you please elaborate on which games, and briefly mention how they broke the norm?</p>
<p>I see that Level Design is highly dependent on Game Design, since that dictates the toolset (gameplay elements, mechanics, etc) you&#8217;re limited to. The level is where the experiences are crafted, but I don&#8217;t see how it can grow beyond the capabilities of the tools you work with.</p>
<p>Your insight would be greatly appreciated. </p>
<p>Best regards,<br />
Johann Lim</p>
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