November 4, 2012 | Leave a comment Block 2 – Day 20 Hey all! A little late report on Friday’s work here. I needed a bit of cooldown after the rather hefty entry I wrote. It was about the possible connection between how our brains react to regular and irregular visual patterns and how a lot of visual guidance methods catch our attention. You can read it by clicking here. Convenient, eh? As you can probably guess, instead of tidying up and looking through the guide like I had planned to do, I wrote the aforementioned entry. I think it was a better devotion of my time, as I would’ve had to document my thoughts on the matter eventually. Better to have it done before the weekend than rush to document it a few hours before the deadline on Tuesday! As a result of writing that post, I’ll spend probably most of the coming Monday to tidy up the guide instead. I’d expect a release of it to happen either on Tuesday or Wednesday, we’ll see how it goes. Overall, I’m satisfied with the amount of work I’ve put into this block. I’m glad I chose to spend all of it studying guidance methods before I employed them in a level of my own, which I’ll do next block instead. That way, I’ll probably have time to do some audience tests with my level while I work on it too. That might even give me time to develop my own methods, or variations of existing ones, that I can test practically by letting people play the work in progress. Naturally, since the subject of guidance methods in level design is a very broad one, I do feel that I could’ve gotten even more out of this block. Though, to amass the amount of work I would’ve liked to do would probably require sacrificing more of my free time, something I’m strongly against. I believe that the separation between working hours and free hours is an important one, as it helps me appreciate both worlds more. That way it won’t feel like these two states of mind blend together into an uncertain mess. I do love researching games and finding out how they’ve done certain things, but I also love to put away my designer goggles every now and then and just appreciate the games for what they are. Escapism, entertainment, a journey into a foreign world of vivid imagination and adventure. There’s so much potential in this medium, but let’s not stray too far off now. Overall, I am satisfied with the work I’ve done this block. It has helped me greatly in getting a clearer understanding of the guidance aspect in level design and how it (might) tie together to existing scientific research and other visual mediums, such as films. I’ve managed to document a fair amount of methods that I’ve discovered in games. I hope that my effort to compile it into an understandable and accessible guide will prove useful to people that share this passion for playing and creating games. That’ll be all for now. Be sure to check in next week for the impending release of the Level Design Guidance Guide! I might change that name. It does have a nice rhythm to it though, does it not? Marcus out.