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Level Design

Level Design. Muhammet Arda KILIÇ. Level Design. Introduction Levels inDifferent Games Components of Level Elements of Good Level The Process Who Does Level Design?. Introduction.

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Level Design

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  1. Level Design Muhammet Arda KILIÇ

  2. Level Design • Introduction • Levels inDifferent Games • Components of Level • Elements of Good Level • The Process • Who Does Level Design?

  3. Introduction Level design is where all the different components of a game come together. In some ways creating a level is like putting together a jigsaw puzzle; to build the levels, the level designer must make use of the game’s engine, art, and core gameplay.

  4. Levels in Different Games The definition of a “level” varies greatly from game to game. It most commonly refersto the game-world of side-scrollers, first-person shooters, adventures, flight simulatorsand role-playing games.

  5. Levels inDifferent Games • Level Separation How a game is broken down into its component levels has a huge impact on the flow ofthe game. • Level Order Thedesigner should know how the order of the levels will affect the flow of gameplay, andshould be aware of how moving different levels around will affect it.

  6. Components of Level Action Action is the most obvious component of the levels for many games. -It is important to understand how much action the level contains. -Arethere “breaks” or intermissions between major conflicts? -The level designer must consider how the enemy AIfunctions and what types of maps will lead to conflicts.

  7. Components of Level Exploration Exploration is a major part of many action/adventure games. Instead of just providing a bridge between different action set pieces, if properly designed the explorationcan actually be a lot of fun for players.

  8. Components of Level • Puzzle Solving Sometimes progressing in a level involves more than just finding a path to the next areawhile killing theadversaries that stand in your way

  9. Components of Level • Storytelling Levelsare an integral part of telling a game’s story.If aim is to create a story based game, it only makes sense for the game’s levels and the story to work in synergy.

  10. Components of Level • Aesthetics A big part of the level designer’s job is to balance appearance with the otherrequirements of a given level.Too much detailed graphics can result the level running slowly or if the textures on a level isn’t obvious player isn’t able to see where theyshould or should not be able to go.For this reason the level designer must be fully aware of thelevel’sappearance will have on the gameplay.

  11. Level Flow -Level flow of games differs from each ohter according to game genre.

  12. Elements of Good Levels • Players Cannot Get Stuck • Sub-Goals • Landmarks • Critical Path • Limited Backtacking • Success the First Timer • Navigable Areas Clearly Marked • Choices

  13. The Process • Step 1. Preliminary -if the gameplay is in aclose-to-final state. -Are your game mechanics nailed down? -Will more moves for the character be added?

  14. The Process • Step 2. Conceptual and Sketched Outline What sort of challengeswill players face here? What sorts of environments best facilitate thosechallenges? How exciting and nerve-racking is the gameplay in this level? Where willplayers need to be rewarded? What story elements need to be conveyed through the level?

  15. The Process • Step 3. Base Architecture/Block Out Create the base layout with simple graphics • Step 4. Refine Architecture Until It Is Fun Refine architectureuntilyour level starts feeling good and navigatingit starts to be fun. • Step 5. Base Gameplay Implement the gameplay your level will use.

  16. The Process • Step 6. Refine Gameplay Until It Is Fun • Step 7. Refine Aesthetics • Step 8. Playtesting

  17. Who Does Level Design? • one designer, one level • team approach

  18. Thank You

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