8 Rookie Mistakes Every Video Game Modder Always Makes

How to avoid the newbie bin.

One of the most unexpected titles to be announced at this year€™s E3, blurry kiosk photos notwithstanding, was Nintendo€™s upcoming Mario Maker project. As the name suggests, it€™s a simple drag€™n€™drop tool that lets you make your own Super Mario Bros. stages. While it€™s not released until 2015 and we€™re still in the dark as to how we€™ll be sharing our creations, it€™s surprising that Nintendo have, after almost thirty years, handed over the keys to their Italian supercar. Shigeru Miyamoto and the Mario team have spoken at length about their exhaustive level design process; reams of graph paper in the 80s have given way to a modern day Mario €œschool€ for employees. When you consider the thought Nintendo€™s finest have put into the height of every pipe and the arc of every coin trail, one thing becomes clear: it€™s going to be hard to make Mario levels that are actually fun to play. Content curation€™s come a long way since the days of Doom, when 3000 user maps would be dumped on a CD and sold for a fiver at Dixons, but there€™s still going to be a lot of chaff to sift through come launch day. First-timers tend to repeat the same kinds of mistakes when designing their own game content, whether it€™s an adventure map in Minecraft or a Sackboy torture machine in LittleBigPlanet. If you€™re planning on dipping your toes into the shark-infested waters of game mods or level design, there are some stumbling blocks you should definitely watch out for:
 
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Chris has over a decade's experience as a game designer and writer in the video game industry. He's currently battling Unity in a fight to the death.