Prometheus - Unreal Tournament 2002Rachel Cordone is a world designer with a singular vision. Her worlds exude finesse in every detail, her staging epic yet inviting. NWD chatted to Rachel about her designs and inspirations.
How did you get started in game design?
I got my start with the Half Life editor in 1998, but I never released anything I made with it. When Unreal Tournament came out I really loved what UnrealEd had that Hammer didn't, so I've been using UnrealEd ever since.
What things inspire your world design?
I get my inspiration from everywhere really. CTF-Catherine was inspired by the Myst books, DM-Reconstruct was inspired by a Cher video (really). Mostly I try and think of new ways to make gameplay, some wacky new idea, and see if I can find a way to make it work.
Who has been an influence in your design work and why?
Nobody specifically. I try to make things that are unique and innovative, and being influenced by other people's work goes against that.
You have worked for the legendary gaming company Epic. Can you tell us a little about your experience with the company?
It wasn't much, just a contract job for the Mega Bonus Pack. The Community Bonus Pack team was working on CBP3, and Epic posted on our private forums asking if anyone would like to submit their map to be included in the Mega Bonus Pack. I had to change a lot about the map (it was originally an assault on Epic headquarters to steal the UT2050 demo and upload it to the internet), but it was worth it to have my map included.
Are you now more aware of your real world surrounds now that you are creating virtual worlds? How do you real world experience translate in your virtual world design?
I love exploring and seeing nature, but it doesn't really influence my design. I like to see things in games that you can't see in real life, and I like to go out and see things in real life that you can't experience in games.
What are the most enjoyable aspects of the work that you do?
Just being able to do what I love for a living. Not many people get a chance to do that.
What would be the least enjoyable aspects of the work that you do?
Having my ideas ignored. There are probably some reasons behind it sometimes, but I like to think that when left to do my thing that I can make really great games.
What has been the most challenging aspect of world design?
Trying to stay original, and being able to outdo myself with everything I make. I'm always afraid that when people really love something of mine, that I will never get any better and that is the best I will ever do. It keeps me motivated to improve myself.
How do you envision the future of gaming and game design? Particularly world design?
I see it developing into more about designing the experience than worrying about where a door will go or what texture to use. With things like SpeedTree out there, I think it will get to the point where designing the world will be the easy part, and designing the experience is where the challenge will be.
What are your aspirations for your career?
I've just taken a job as a Senior Level Designer, but I'm hoping that even if I don't win the Make Something Unreal Contest with Prometheus that I can still get it published and put on store shelves. I don't think I'd want to start up my own studio, I think the future of the industry is in smaller games that can be developed by fewer people for less money, and you wouldn't necessarily need a studio for that.
What advice do you have for people who are interested in a career in the gaming industry?
Anyone who really has what it takes to make it isn't interested in advice, they're nose deep in code or UnrealEd already. The ones that have the passion already know what they need to do to get there. :)
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