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Introduction to Level Design C. Morris - 2013

Introduction to Level Design

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Introduction to Level Design. C. Morris - 2013. Introduction to Level Design. What is Level Design?. Introduction to Level Design. Lode Runner : Brøderbund – 1983. Half-Life : Valve Corporation – 1998. Dishonored : Arkane Studios – 2012. Introduction to Level Design. - PowerPoint PPT Presentation

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Page 1: Introduction to Level Design

Introduction to Level DesignC. Morris - 2013

Page 2: Introduction to Level Design

Introduction to Level Design

What is Level Design?

Page 3: Introduction to Level Design

Introduction to Level Design

Lode Runner: Brøderbund – 1983

Half-Life: Valve Corporation – 1998

Dishonored: Arkane Studios – 2012

Page 4: Introduction to Level Design

Introduction to Level Design

Game Design vs Level design.

Game Design – Defining the rules and content of a game.

• Not limited to computer games – e.g. Poker.

• However, some games demand a defined play space.

Level Design – Fills the gap between the rules, and gameplay.

• "Level Design is where the rubber hits the road.“ - Jay Wilbur.

• Creating engaging experiences for the player, and telling the game’s story.

• Applied Game Design.

Page 5: Introduction to Level Design

Introduction to Level Design

What does a Level Designer Do?

Page 6: Introduction to Level Design

Introduction to Level Design

Level Production vs Level Design.

Level Production – Building the game space.

• Application of technical skill.

• Final stage of development, once design is functionally complete.

Level Design – Designing the game space.

• Defining the players’ experience.

• Controlling non-gameplay elements.

• Marrying the science and art of games.

Page 7: Introduction to Level Design

Introduction to Level Design

A note about level editors and engines.

"Which engine should I learn in order to become a level designer?"

• Level Design is more about designing the space than producing it.

• Design skills are applicable to any engine or editor.

• Technical skills are extremely useful, if not required.

• Learn the tools you’re comfortable working with.

Page 8: Introduction to Level Design

Introduction to Level Design

A Simple Box.

• Not just “the act of defining the space in which a game is played”.

• The player’s interaction with the game’s rules is primarily via the level.

• Gives the level designer a wide scope, but lots of responsibility.

Page 9: Introduction to Level Design

Introduction to Level Design

What do we learn from this level?Example - Portal: Valve Corporation – 2007

Page 10: Introduction to Level Design

Introduction to Level Design

What do we learn from this level?

• Progress from the entrance, to the exit.

• Overcome any obstacles between you and the exit.

• Tools will be provided to assist you.

• Buttons respond to weight.

• Exit door opens when the button is depressed.

• Connected objects are visually linked.

• Cubes can be moved.

• Cubes are heavy enough to trigger the button.

• Progression is rewarded by more content, and an audio prompt.

• And more ...

Example - Portal: Valve Corporation – 2007

Page 11: Introduction to Level Design

Introduction to Level Design

Designer teaches the player the rules of the game.

• Designer sets up scenarios to teach the player a game rule.

• Player is then tested to ensure they have grasped rule.

• Designer establishes understanding with player.

• Rule can then be applied throughout future levels.

• It can also be modified/made more complex later.

• Disregarding this understanding risks disenchanting the player.

Page 12: Introduction to Level Design

Introduction to Level Design

Bringing it to life.

Level Structure – Minute-by-minute interaction between the player, the game rules, and the environment.

• Centred on concept derived from game element.

• Includes elements that effect gameplay.

• Physical space, pacing, difficulty curves, rewards, etc ...

• 3 basic structures: Linear, Semi-Linear and Non-Linear.

Page 13: Introduction to Level Design

Introduction to Level Design

Linear Structures.

• Player progresses from one event to the next.

• Highly controlled.

• Can detach player from action.

• Often used in puzzle games.

Start EndEvent EventEvent

Page 14: Introduction to Level Design

Introduction to Level Design

Semi-Linear Structures.

• Gives the player more freedom.

• Level designer remains in control.

• Control applied via bottlenecks- areas where the player’s choice is limited.

• Bottlenecking ensures player has freedom, but does actually progress.

• Can be badly implemented. Beware of bottlenecks too far apart, or too close together.

• Player actions must be treated equally.

Start EndEvent Bottleneck

Event

Event

Event

Event

Event

Page 15: Introduction to Level Design

Introduction to Level Design

Non-Linear Structures.

• Series of challenges for player to complete, or experiences to have.

• No real supporting structure to shape events.

• Players are in almost total control over their own experience.

• They can develop their own gameplay around events set out by designer.

• Players likely to blame their own poor choice, rather than level’s poor design.

• Can be broken easily.

Start

Page 16: Introduction to Level Design

Introduction to Level Design

Level Narrative – The level’s story.

• Developed alongside structure.

• Defines level’s setting, characters, context within plot.

• Collaborative effort including design, art, and programming teams.

• Narrative Structure can be similar to those found in other media.

• E.g. 3 act model, Freytag's five part dramatic structure .

Page 17: Introduction to Level Design

Introduction to Level Design

A range of skills.

Scripting – Using programming to control elements within the level.

• Includes: integrating AI, controlling player access (doors, lifts etc), in-engine cut-scenes, etc.

• Rudimentary knowledge of programming, including some programming languages, is an expected skill.

Asset Creation – Using external applications to create visual elements of the level.

• Includes: meshes, textures, materials, shaders, etc.

• Knowledge of a 3D application (e.g. 3D Max, Maya) is extremely useful.

• Environmental Artists are skilled at creating assets specifically for levels.

Page 18: Introduction to Level Design

Introduction to Level Design

What these skills give you.

• Common language to better communicate with other departments.

• More agency, allowing for faster iteration.

• A better understanding of the impact your decisions have for other departments.

Page 19: Introduction to Level Design

Introduction to Level Design

Some Tips.

• Evaluate your own work – Step back and review your work from time to time.

• Seek peer critique – Get feedback from fellow designers.

• Keep an R&D library – Reference images relevant to your level.

• Frame-rate is god – Keep it playable, but push the engine as far as you can.

Page 20: Introduction to Level Design

Introduction to Level Design

What tools do Level Designers use?

Page 21: Introduction to Level Design

Introduction to Level Design

Design Tools.

Physical Tools

• Pen and Paper – For notes and diagrams.

• Level Design Document – A formal write up of the design, including elements required from other departments, diagrams and layout plans.

Page 22: Introduction to Level Design

Introduction to Level Design

Techniques .

• Layout – The physical space of your level. Informed by the structure and narrative.

Pickups – Place carefully. Can be used to control the player’s movement, and can be used in combination with other techniques.

• Pacing – Linked to level structure, controls speed and intensity of the experience.

• Controlled Freedom – Illusion of choice, giving multiple options that lead back to the same outcome. Handle with care.

• Risk incentive – Get player to value reward, vs the risk in acquiring it. Can empower the player, and divert frustration due to failure.

Page 23: Introduction to Level Design

Introduction to Level Design

•Resource Control – Managing the player’s resources to keep gameplay stimulating.

• Doubling back – Reusing the same level multiple times, with changes. Or, giving access to a previously inaccessible but viewable area.

• AI – Support the AI. Create gameplay that makes it shine while hiding its failings.

• Audio and visual prompts – Helps to control the player’s navigation through the level and the level’s flow. Can also add to, or even create, the narrative and setting. Good examples: Bastion & Dishonoured.

Page 24: Introduction to Level Design

Introduction to Level Design

Production Tools.

• Engine SDKs – Lots of control, largely similar in functionality.(Unreal Development Kit (UDK), Hammer, CryEngine Sandbox, and The Skyrim Creation Kit.)

• 3D applications – For creating meshes, and possibly entire levels.(3D Studio Max, Maya, Blender.)

• Image Editors – For creating textures and documentation diagrams.(Photoshop, Paintshop Pro, Gimp.)

Page 25: Introduction to Level Design

Introduction to Level Design

In closing.

Page 26: Introduction to Level Design

Introduction to Level Design

Further reading.

Design

• Architecture: Space Form and Order - Francis D. K. ChingA good grounding book for architectural principles for both high level design and fine details. Good for beginners and reference.

• Level Design: Concept, Theory & Practice - Rudolf Kremers

Outlines level design principles as concept, theory and then example. Good for beginners and reference.

• The Art of Game Design: A Book of Lenses - Jesse SchellUseful game design knowledge.

Page 27: Introduction to Level Design

Introduction to Level Design

Production.

• 3dBuzz.comVideo tutorials. Large library covering applications used in level design and game development.

• eat3d.comAnother video tutorials site, similarly large library.

• polycount.com3D art and asset creation forum, includes a wiki of hints and tips.

• gamasutra.comHas interesting articles about level design, and game development in general.

Page 28: Introduction to Level Design

Introduction to Level Design

Questions?