I personally had a slow start with the game, but right now I´m enjoying it like crazy and putting hours and hours in it like nothing (I´m in holidays too :D). I´m creating a level at the moment and its super absorbing: adding or deleting stuff, playing and replaying your level to refine the details, thinking about how the players would interact with the elements in different situations... I just realised how deep you can think about the design of your level and the infinite possibilites at your disposal. Maybe this is part or cause of the success of the game.
My professional future is not clear at all at the moment and I´m thinking in leaving my actual job position and look for another one. I´ve always wanted to create videogames and I ve been looking for good videogame design manuals recently.
In this personal context, Ive come up with the question of the title. Not only SMM2, but other games like Little Big Planet or Dreams (of course) bring you the possibilty of creating your levels and maybe show that you have great ideas when designing. I know this is not realistic at all in the present but... could these games be considered like accepted way of showing your design skills in a professional context?
My professional future is not clear at all at the moment and I´m thinking in leaving my actual job position and look for another one. I´ve always wanted to create videogames and I ve been looking for good videogame design manuals recently.
In this personal context, Ive come up with the question of the title. Not only SMM2, but other games like Little Big Planet or Dreams (of course) bring you the possibilty of creating your levels and maybe show that you have great ideas when designing. I know this is not realistic at all in the present but... could these games be considered like accepted way of showing your design skills in a professional context?