**The Distinct Assessment Technique of Age of Empires’ Level Designers**
In the realm of professional development, assessments are a typical procedure. Whether it’s a manager meticulously examining a report or a creative director evaluating a design, evaluations are a vital component of enhancing and refining work. For many, this procedure entails a supervisor’s cursor gliding across a document, making modifications and recommendations. However, for the level designers at Ensemble Studios, the innovators behind the legendary game “Age of Empires,” evaluations assumed a rather unconventional format.
At Ensemble Studios, the level designers encountered a distinctive obstacle when it came to rating the difficulty of their game missions. Rather than the usual review method, their work was assessed during studio head Tony Goodman’s lunch hour. This atypical method involved Goodman launching the game to assess the mission’s difficulty. If the game captured his focus and he remained interested, it signified that the mission was effectively designed. Conversely, if he swiftly got up and departed for lunch, it indicated that the mission required further refinement.
This strategy served not only as a trial of the game’s design but also underscored the significance of engaging and sustaining player interest. The designers needed to guarantee that the missions were stimulating enough to hold players’ attention, yet not so challenging that they became exasperating. Goodman’s lunch hour transformed into a litmus test for the game’s balance and appeal, urging designers to enhance their work to align with the elevated expectations set by both the studio and the players.
The narrative of Ensemble Studios’ assessment technique illustrates the varied methods in which work can be appraised across diverse industries. While some may perceive the process of having their work evaluated as anxiety-inducing, it ultimately represents a beneficial chance for advancement and enhancement. For the creators of “Age of Empires,” Goodman’s lunch hour was more than merely a daily habit—it was an essential component of the creative process that played a significant role in the game’s lasting success.
