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Introduction to Level Design

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.

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Introduction to Level Design

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  1. Introduction to Level Design C. Morris - 2013

  2. Introduction to Level Design What is Level Design?

  3. Introduction to Level Design Lode Runner: Brøderbund – 1983 Half-Life: Valve Corporation – 1998 Dishonored: Arkane Studios – 2012

  4. 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.

  5. Introduction to Level Design What does a Level Designer Do?

  6. 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.

  7. 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.

  8. 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.

  9. Introduction to Level Design Example - Portal: Valve Corporation – 2007 What do we learn from this level?

  10. Introduction to Level Design Example - Portal: Valve Corporation – 2007 • 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 ...

  11. 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.

  12. 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.

  13. 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 End Event Event Event

  14. 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. Event Event Start End Event Bottleneck Event Event Event

  15. 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

  16. 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 .

  17. 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.

  18. 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.

  19. 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.

  20. Introduction to Level Design What tools do Level Designers use?

  21. 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.

  22. 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.

  23. 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.

  24. 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.)

  25. Introduction to Level Design In closing.

  26. Introduction to Level Design • Further reading. • Design • Architecture: Space Form and Order - Francis D. K. Ching • A 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 Schell • Useful game design knowledge.

  27. Introduction to Level Design • Production. • 3dBuzz.com • Video tutorials. Large library covering applications used in level design and game development. • eat3d.com • Another video tutorials site, similarly large library. • polycount.com • 3D art and asset creation forum, includes a wiki of hints and tips. • gamasutra.com • Has interesting articles about level design, and game development in general.

  28. Introduction to Level Design Questions?

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