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Game Development Essentials An Introduction. Chapter 7. Levels creating the world. Key Chapter Questions. ■ What is level design and how is it related to gameplay?

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Presentation Transcript
chapter 7

Chapter 7

Levels

creating the world

key chapter questions
Key Chapter Questions

■ What is level design and how is it related to gameplay?

■ What is the importance of the structural features of game worlds—such as duration, availability, relationship, and progression?

■ What is the importance of the temporal features of game worlds—such as authentic, variable, player-adjusted, and altered?

■ What is the importance of the spatial features of game worlds—such as perspective, scale, and boundaries?

■ How are reality and style achieved in a game environment?

structure goal
StructureGoal

Mission briefing in Wings Over China.

structure flow
StructureFlow

Open-air levels usually lack natural boundaries.

(Microsoft Flight Simulator 2004)

structure duration
StructureDuration

Children’s levels often have shorter durations

(Toontown Online / Spongebob Squarepants)

structure availability
StructureAvailability

Players can sometimes choose from several open levels at once

(Warlords Battlecry)

structure relationship
StructureRelationship

Mission levels can be related to each other through difficulty or sequence

(Command & Conquer: Generals)

time authentic
TimeAuthentic

Boktai uses a sensor

to detect the presence of daylight.

time limited
TimeLimited

Baldur’s Gate allows players a limited amount of real-world time to accomplish tasks within the game.

time variable
TimeVariable

The Sims depicts both day and night – but time speeds up when the characters go to sleep.

time player adjusted
TimePlayer-Adjusted

Players can adjust the time interval

in sports games such as

All Star Baseball 2005.

time altered
TimeAltered

Players can stop time in

Prince of Persia: The Sands of Time.

space perspective camera omnipresent
SpacePerspective & CameraOmnipresent

Black & White: Creature Isle

space terrain materials
SpaceTerrain & Materials

Interiors made of concrete, brick, metal, and wood textures in Half-Life 2 contrasts with exteriors made

of grass, dirt, and water textures in GravRally.

space radiosity effects
SpaceRadiosity & Effects

A scene before and after radiosity is applied.

space scale
SpaceScale

Knights and Pikemen are as big as

mountains and cities in Civilization II.

space boundaries
SpaceBoundaries

Praetorians uses terrain as a boundary.

space reality
SpaceReality

True Crime: Streets of LA uses

environmental details to portray

the game world realistically.

The open exterior in Fable

is more realistic and stunning.

space style
SpaceStyle

Oddworld: Munch’s Oddysee is filled with surreal characters

and environments.

Viewtiful Joe uses cel-shading

to bring a 2D look into a 3D world.

summary
Summary
  • Structure
  • Goal
  • Flow
  • Duration
  • Availability
  • Relationship
  • Progression
  • Time
  • Authentic
  • Limited
  • Variable
  • Player-adjusted
  • Altered
  • Space
  • Perspective
  • & camera
  • Terrain
  • & materials
  • Radiosity
  • & effects
  • Scale
  • Boundaries
  • Reality
  • Style