Level design in osu
Overview
I've been making levels, commonly known as "maps" in osu for 8 years. Mapping is the process of taking music and expressing it as a playable level in osu. I've created hundreds of maps which have been played over 16 million times, and have spent thousands of hours collaborating and working with other mappers (level creators) to create high quality content for the game.
Key takeaways:
- Developed professionalism through team collaboration.
- Engaged in creative problem-solving to design unique levels.
- Provided concise, high-quality playtesting feedback.
- Combined technical knowledge and creativity to innovate mapping techniques.
- Winner of many map design contests.
Beatmap Nominator Group
I was part of the BNG for three years, a team responsible for selecting maps to be added to the game's ranked section. This role involved critical evaluation of maps and providing feedback to ensure they met the game's strict standards. Through this experience, I developed a strong ability to analyze and provide concise quality feedback.
- Critiqued over 1,000 beatmaps and nominated hundreds to the ranked section.
- Learned how to provide feedback tailored to the needs of the recipient.
- Improved maturity over the years. I learned how to present myself and consider differing viewpoints when analyzing creative works.
Mapping as Artistic Expression
Mapping has been my primary form of artistic and creative expression. I always aim to innovate and introduce new ideas not seen in other maps. Mapping requires careful consideration of several factors:
- Visual aesthetics
- Player enjoyment
- Matching the song
- Appropriate difficulty level
- Consistency throughout the experience
Creativity in Level Design
When starting, everyone, including myself, is bad at mapping. What makes a map good is unintuitive and hard to master. Improvement comes with experience and getting feedback from other mappers. Over time, I developed a strong foundation in mapping fundamentals, but creating standard maps wasn’t fulfilling for me. I wanted to push boundaries and create unique maps.
"Far East Nightbird" is included as a baseline for a 'normal' map. It is simple but solid.
Y to Y
My map for "Y to Y" exemplifies my approach to more conceptual mapping:
- Introduction: Basic visual style with simple shapes and monotonous patterns to reflect initial heartbreak.
- Breakdown: Transition to curvy sliders and bezier shapes during the song's breakdown to express emotional turmoil.
- Drum Section: Chaotic slider shapes and varied note distances during the peak of the song's depression theme.
- Final Chorus: Alternating colors and slider shapes to symbolize acceptance and moving forward.
- Conclusion: The map returns to the original straight sliders but now incorporates colors from the later stages, representing emotional resolution.
Expressing emotions and a complete story using only circles and sliders is a work I am quite proud of.
Ringside and Remix 10
Inspired by Rhythm Heaven, I created an innovative map called "Ringside". Players had to follow the rhythm and predict slider movements based on audio cues, which was a concept that had not been done before. I was then commissioned to create a sequel that expanded on this concept, "Remix 10", which players competed on in the grand finals of a tournament.
Despite Ringside and Remix 10 being very different to how conventional maps are approached, they are extremely well received and regarded as some of the most creative maps in the game.
User Profile: https://osu.ppy.sh/users/4236057
Contests/Awards
- "Elite Mapper" user title
- Community Choice 2024 - 1st/437
- Community Choice 2023 - 3rd/344
- Monthly Beatmapping Contest: June 2024 - 1st/9
- Mapper's Choice Awards 2023 (Best Unorthodox) - 1st/23
- Mapper's Choice Awards 2022 (Most Innovative) - 2nd/20
- Mapper's Choice Awards 2020 (Collaboration) - 1st/13
- osu! Mapping Olympiad #6 - 2nd/15
- osu! Mapping Olympiad #4- 1st/10
- 2019 osu!catch Mapping World Cup - 1st/12
- 2018 Ultimate Catch Mapping Contest 3 Expert Category - 1st/12