Execution vs Conception

I love having ideas. Ideas are fun, manipulable, infinitely complex or simple. They don’t take any work to think about, expand in breadth and depth. It doesn’t take effort to plan execution. Much like calculus, the manipulation of abstract possibilities is fun and easy. Once it gets to the actual computation and execution, though, the process becomes less fun.

This is why I experiment with so many engines and SDKs, and why I draw and write much more than I model and map. It is enough to know that I have the skills to do (or figure out how to do) what I want to do. If carrying through and actual doing the boring grunt work isn’t fun, why should I do it? That said, having a final product is the most satisfying thing in the world. When an external motivator hits the project, like money or responsibility or grades, I am motivated to work through the grunt work. Then I get to stand on the other side and beam at my beautiful realization of an idea.

Carrying this through to its logical extreme, I feel like the best way to force myself to produce a final product in the real world is to throw myself headfirst into the deep waters. If I make game creation my livelihood (and preferably a few other persons’s too), a final product will emerge in due time. If I keep it as my hobby, my ideas will never get off the ground floor — at most I will get some proof of concepts, or a half-completed level.

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Map Design

I’ve always been highly interested in creating levels for games. Computer games enchant people with their story, gameplay, and graphics. Some designer created everything I see in it. It would be incredibly fun and rewarding to wield the same power as the game designers.

Ever since I was a little kid, level design has occupied me as much, if not more than, the game itself.
I started out with games that came with easily accessible editors. Strategy games such as the Age of Empires (and Age of Mythology) have drag and drop editors accessible from within the game. Command and Conquer: Generals has an easy-to-use editor, accessible through its root directory. As I grew older I began to experiment with triggers more, crafting a crude story or giving a gratifying gameplay experience.

Most of these maps were for single-player games, with one exception. I would often hang out at my friend’s house and invite he and his siblings to compete in map-making competitions. We would take the turns crafting Super Smash Bros. Brawl maps, with a rather short time limit. The we would play a quick match on it. The best would get saved and played often. I made quite a few enticing designs in those sessions. My levels created unique gameplay situations that weren’t achieved in the default maps.

My attention slowly fixed on a new game. While I had been familiar with Halo: Combat Evolved for a while, it suddenly occurred to me that I could create single-player levels with story as interesting as the game’s campaign. I looked into it and discovered Halo: Custom Edition. I got involved in the community, and tried my hand at non-drag-and-drop map creators. While I didn’t know it at the time, Halo’s utilities are extremely obtuse. I never had much success in creating my own levels, although I experimented with new kinds of enemy formations and scripting on pre-existing custom multiplayer levels, although I met with little success in the latter. I had an entire 5-part campaign planned out, including overhead sketches, concept art, the beginnings of a 3D model (although I was still a newbie at modeling), and enticing characters. Needless to say, it never got off the ground. To this day, I dream about how cool it would have been.

A step up from Brawl, but a step down from Halo, came Halo 3 Forge. Although it was purely multi-player and was not very powerful, Forge let me create a blend of the epic Brawl maps I had forged and the Halo campaign I had brawled with. I would Forge until my friends got tired with me (I am a PC gamer to the heart, and don’t own any consoles). The recent Halo: Reach called me back to that, although the Reach Forge was so much more powerful that I never had the time to truly explore it.

After Halo, I discovered the Orange Box. Boy, did that open up a whole new world to me. I soon after discovered the Source SDK and began to explore the glorious world of Source map-making. To this day I have a campaign planned out for Half-Life 2 that follows a rebel operative as he subverts Combine operations in the American heartland. The only thing that disappointed me about HL2 was the limited capacity for storytelling (no first-person dialogue, cutscenes, or interaction). TF2, on the other hand, tells a great story, despite being purely multi-player. I am in the starting stages of figuring out how to bring a single-player story experience to TF2.

In addition to Source, Steam let me find Crysis. The Sandbox2 editor truly lives up to its name. I spent hours in that editor, sculpting tropical islands and scripting helicopter fights, beach assaults, and stealth insertions. The great thing about Sandbox2 is that it was extremely to pick up, requiring only a few tutorials from someone like Xanthochori. Crysis 2 with Sandbox3 was disappointingly more complex.


To check out some videos of maps I’ve made and other videos (I’m also into video production), see my YouTube channel. I have released any videos recently, but hey, maybe I’ll promise a weekly video next month (gulp!).

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