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Meet the Mech Masters: Level Designer Tyler Buser


Meet the Mech Masters: Level Designer Tyler Buser

Tyler Buser



Name: Tyler Buser
Callsign: [HWK]sarchasm
Favorite Mech: Infiltrator
Favorite Map: Sahara
Role on HAWKEN: The Level Designer



So, what do you do on HAWKEN_

I’m a, no make that The Level Designer, but only since the beginning of January 2013. I’m here to make some new awesome levels for HAWKEN, which frees the rest of the designers to focus on making HAWKEN that much grander!


As the level designer, I’m in charge of making sure the arenas that we do battle in make the game and its systems shine to their full potential. I tell my dad that I design levels and use their components the way a golf course architect might slope a green or add a bunker; we both make countless decisions about an environment or landscape to maximize the fun (or challenge). Of course, the rules of HAWKEN are much different than the rules of golf (and the pants are different, too). I end up touching a lot of areas of the game, levels are a kind of the nexus for 75% of the content in a game. I end up working very close with the engineers and the artists who turn my turds in to beautiful environments, but I also love collaborating with the other designers on game systems, too.




What got you started working in video games_

QuakeWorld Team Fortress (QWTF) + 12 year old me = addiction. I remember reading about QWTF in PC Gamer when it wasn't even complete. At the time the game only had five classes. It was the first mod that really meant something to me and I desperately wanted to make levels for it. Hilariously, I never released a Team Fortress map, because by the time I was any good Quake II had already been released! Tragically, there was no "Quake II Team Fortress", but by then I had discovered another amazing mod called Jailbreak. I created over a dozen levels for Jailbreak under the moniker “neotic”. I’ll never forget the first time I had a full 32 player server on one of the maps I had created! It was such a rush! It was the thing that really gave me the level designer love and I hope I’ll never be able to shake it! 14-year-old me got in trouble for bragging about the popularity of my maps so now I try to be a little more humble.




Wolf3DBarney



Finally, and most importantly, what's the first game you ever played_

Wolfenstein 3D, my uncle gave me a copy that already had a lot of mods on it. The one that stands out the most is one where the Nazis were swapped with Barney the Dinosaur and the walls were covered in graffiti reading, “DIE BARNEY DIE”. Well, that’s not true at all.. my first was probably NES something, but I liked Wolf 3D more.







Team HAWKEN is glad to have Tyler around to make maps where we can give and take rockets to the face.





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28 Comments

Favourite map: Sahara

This man knows what is up. :D

SilentJacket
Mar 01 2013 03:38 PM
0.o

nice to meet you, out of curiosity, do you design the maps solely, or do you make the assets, collision maps, textures, and too_
level design FTW!

Conquistador
Mar 01 2013 04:41 PM
Can we expect a symmetric version of Sahara at some point_ I mean, since it's your favourite map and all...

SilentJacket, on March 01 2013 - 03:38 PM, said:

nice to meet you, out of curiosity, do you design the maps solely, or do you make the assets, collision maps, textures, and too_

You too! It gets kind of messy. Starting with new maps going forward, I do all the gameplay design for the level, which involves the basic layout (sight-lines, base locations, cover, verticality, spawns, etc) but also where the gamemode stuff is (AA, missile silos, energy trees, etc). Art is the department that makes and places the assets, textures, themes, etc. I'll also do final collision passes and make sure the lovely artists didn't stray too far into my gameplay spaces... and if they do I pull the cranky ol' man "Get off my lawn!"

Cincyslayer99
Mar 01 2013 04:56 PM
Ah another QII vet.. nice to meet you sir.
go go classic Team Fortress!!!! <3 <3 <3
A QUAKE PLAYER DESIGNS OUR MAPS

HURRAH

HURRAH

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[well, now we know why Origin is the way it is LOL]

SirCannonFodder
Mar 02 2013 02:10 AM
Have you seen this thread on how to fix MA and/or Siege on Bazaar (since currently it is completely and utterly broken)_ What are your thoughts on the suggested changes_

The_Silencer
Mar 02 2013 02:22 AM
Cool interview and nice story, thanks! :)
Great interview. I can't wait to see what you do with the map-making.  Hawken has a good base but needs so much more map-wise. It does my heart a lot of good seeing that a dedicated person who seems to 'get it' is on the scene. Maps combined with the upcoming tweaks should propel Hawken into the top-tier of the gaming market in my opinion. I am not afraid to pay for my games and Hawken has had my money for three months running on the criteria of where I spend my time. I have games I paid for going to waste already. This guy (and the upcoming re-balancing)  adds the long term support I was looking for. I think Adhesive and Meteor are doing great work!

View PostSirCannonFodder, on March 02 2013 - 02:10 AM, said:

Have you seen this thread on how to fix MA and/or Siege on Bazaar (since currently it is completely and utterly broken)_ What are your thoughts on the suggested changes_

Ah yes, I am well aware of this thread. I think it has a lot of good ideas, I was actually pleasantly surprised because the new whitebox I made coming out next week actually has some of them... what's that phrase, great minds think alike_ I'm really anxious to see how y'all react to it. Make sure to play it on the custom server and voice your feedback. But as far as existing levels, I suppose that's on me one way or the other too... my focus currently is moving forward with new maps... but if I find time maybe I can revisit the existing levels, which I definitely have opinions about. No promises though :)

The_Silencer
Mar 02 2013 11:29 PM
Or hive mind.. :)
I know community made maps are not planned, but since you were also a modder what do you think about these maps like in World of Padman (originally a Q3 mod)_

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It would be fun to stomp on a desk with tiny model Mechs. :D

Hunter_Killer
Mar 04 2013 03:22 AM
YEAHHHHHhhhh

Infiltrator
  4
  LIFE

SUPPPORT_ARE_TROOPS!
Mar 04 2013 11:20 AM

View Post[HWK]sarchasm, on March 01 2013 - 04:50 PM, said:

and if they do I pull the cranky ol' man "Get off my lawn!"

It should be noted that his profile picture is quite a bit out dated.  Here is a more recent picture.

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Of course, the rules of HAWKEN are much different than the rules of golf (and the pants are different, too).

THIS MUST CHANGE!!!

Nice to meet you Tyler

View PostHouruck, on March 04 2013 - 02:16 AM, said:

It would be fun to stomp on a desk with tiny model Mechs. :D

I would be infinitely amused. Espcially if we were using the 'model' boxes as cover and platforms.

SilentJacket
Mar 05 2013 07:44 PM

View Post[HWK]SUPPPORT_ARE_TROOPS!, on March 04 2013 - 11:20 AM, said:

View Post[HWK]sarchasm, on March 01 2013 - 04:50 PM, said:

and if they do I pull the cranky ol' man "Get off my lawn!"

It should be noted that his profile picture is quite a bit out dated.  Here is a more recent picture.

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Get off my LAN!
bout to play new map XD hope its good.. lots of exploring to do _

Houruck, on March 04 2013 - 02:16 AM, said:

I know community made maps are not planned, but since you were also a modder what do you think about these maps like in World of Padman (originally a Q3 mod)_

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It would be fun to stomp on a desk with tiny model Mechs. :D

Or stomp on tiny model mechs with your slightly bigger tiny model mechs! I'm jumping right off that open desk drawer!

Beetlejuicer
Oct 12 2013 03:30 PM
Hey Tyler thanks for the intro man.  Great work on all the maps, my personal favorite is Origin.  I just wanted to give you an idea for a map that you may find interesting that I've mentioned on the forums before.   I'm seeing a mech battle on the giant deck of a prosk/setium mech transporter or battle ship WHILE moving across sky (OR space :)) in REALTIME.   This could introduce the oppurtunity to implement battle drones or other cool environment weapons. Just the battle itself would be awesome in my opinion!
How do you think of all the combat areas and make them so people can use them for certain purposes_ Like the choke point in uptown, the hidden cave and the spaces beside and behind the ship in wreckage, the tunnel and pyramid in last eco and so on. How do you make them work strategically like they do work_
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