Level Design - PowerPoint PPT Presentation

1 / 29
About This Presentation
Title:

Level Design

Description:

If a game level is designed well, these will fit together seamlessly. ... Screen shot from Halo. Beautiful scenes with distinctive landmarks ... – PowerPoint PPT presentation

Number of Views:78
Avg rating:3.0/5.0
Slides: 30
Provided by: MichaelK8
Category:
Tags: design | halo | level

less

Transcript and Presenter's Notes

Title: Level Design


1
Level Design
2
Level Design
  • Good level design combines several elements to
    form a compelling world in which the game is
    played.
  • Modeling, lighting, animation, and artwork.
  • Music and sound effects.
  • Architectural and environmental design.
  • Enemy and obstacle placement.
  • If a game level is designed well, these will fit
    together seamlessly.
  • If not, the game will suffer as a result.

3
Level Design
Screen shot from the Warcraft III level editor.
Tools like these are used to combine the various
level elements together to produce a smooth and
seamless level.
4
Conceptual Work
  • As a level designer, you must keep in mind the
    premise and flow of the game.
  • Before beginning work on a level, consider why it
    is there in the first place.
  • What function does it fulfill in the grand
    schemeof things?
  • Does it introduce a new character, weapon,
    monster, or skill to play the game?
  • How does it advance the story of the game?
  • When does it show up in the game?
  • Is it part of a single player or multiplayer game?

5
Conceptual Work
  • With those considerations in place, it is time to
    select the single idea as the focus of the level.
  • It can be a gameplay idea, based around some
    activity that must be completed.
  • It can be a visual idea, based around how the
    level will look and feel.
  • It can be a gimmick idea, based on some
    interesting concept to be used in the level.
  • Whatever the idea, it must become the unifying
    theme for the level.
  • If there are too many ideas, it loses focus and
    the player becomes confused instead.

6
Conceptual Work
  • Although each level has a single focus, ensure
    there is variety from level to level.
  • Change type of objectives, obstacles, setting,
    mood, enemies faced, and so on.
  • Each level should be sketched out in advance to
    test different ways of making the core idea or
    theme work.
  • Do this on paper to allow for more iterations and
    more refinements in less time.
  • Do not go to the computer and level tools until
    you have a really good idea on what exactly to
    build.

7
Conceptual Work
Screen shot from Unreal Tournament. The single
premise of this level a castle on an island
floating in space.
8
Building the Level
  • The physical layout of a level will be heavily
    influenced by its gameplay type.
  • Single player levels should create a flow that
    leads the player from goal to goal. There should
    be a linear flow of nonlinear areas.
  • Multiplayer levels should be more open, but
    simpler so the player does not get lost. There
    should be no safe places, but perhaps some hard
    to reach ones.

9
Building the Level
  • The look of a level should be consistent.
  • Although larger maps can contain a series of
    smaller locations that look different, each
    location should be consistent within its
    boundaries.
  • This to again promote immersion.
  • Visually distinctive landmarks should be provided
    to help orient the player as they navigate the
    level.
  • The best levels are designed and built around one
    defining moment.
  • Encountering a spectacular enemy or seeing some
    visually stunning scene for the first time.

10
Building the Level
Screen shot from Halo. Beautiful scenes with
distinctive landmarks are the norm in levels in
this game.
11
Gameplay
  • Some designers underestimate the impact level
    design can have on gameplay.
  • If this is not considered, level design could
    have an adverse and unintended impact on the way
    the game is played.
  • With care, however, level design can reinforce
    and augment the design goals of the game as a
    whole.

12
GameplayGoals
  • Make sure the player knows the goals to complete
    in each level.
  • Give them a cut scene or scripted action.
  • Provide an easily accessible mission screen.
  • The players should be given some way of measuring
    their success within a level as well.
  • The design of a level should also reflect the
    goals the player is to complete.

13
GameplayGoals
Screen shot from Warcraft III. A quest is
assigned. Notice how a map is available, as well
as a quest listing to keep goals clear.
14
GameplayStructure and Progression
  • Ease the player into each level and build up the
    difficulty as they go along.
  • Build conflict in a series of ascending arcs.
  • Give hints and teases of what is to come.
  • Vary the pace of action in the level.
  • Some frantic periods of action.
  • Some exploration time.
  • Some safe time when the player can take a
    breather, think, and absorb the situation.
  • Make sure there is enough to do!
  • Do not let the player get bored. Ensure there
    are enough challenges to keep the player occupied.

15
GameplayStructure and Progression
Screen shot from Oni. This is an action shot
from late in the game, but there are plenty of
stealthy moments and breathers as well.
16
GameplayFlow Control
  • Good level design will control the flow of action
    in the game.
  • Must contain the player until they have
    accomplished what they need to do, and then
    channel them off to their next challenge.
  • Must prevent the player from returning to the
    area if that is not desired.
  • Containing the player can be difficult when
    freedom is given to provide nonlinearity.
  • Create natural barriers that are removed as a
    by-product of the player achieving goals.
  • Create choke-points in the level geometry that
    cannot be passed until an obstacle is overcome or
    a certain enemy is defeated.

17
GameplayFlow Control
  • Closing off areas can be necessary for many
    reasons
  • Better management of resources.
  • Reducing player paranoia.
  • There are many ways to accomplish this.
  • The simplest is the creation of a one way barrier
    that prevents the player from going back once it
    has been crossed.
  • Remember that your player can try to do the
    unexpected.
  • Play testing again is needed to ensure that game
    flow is being controlled properly.

18
GameplayFlow Control
Screen shot from Rune. Rune does a good job of
directing the player, enforcing the completion of
goals, and blocking off return to completed areas.
19
GameplayDegree of Difficulty
  • A level should not be so hard that only an expert
    can make it through.
  • Challenge is good.
  • Even a little frustration is good.
  • Dying again and again for no reason is not.
  • How can you satisfy the challenges of all
    different types of players?
  • Multiple kinds of challenges at different levels
    of difficulty must be built into each level.
  • No one is offended by challenges that do not suit
    themselves, as long as there are some that do.

20
GameplayDegree of Difficulty
  • You should design multiple ways for a player to
    complete a level.
  • Experts should be able to take a high risk, high
    reward strategy.
  • At the same time, there should be a relatively
    safe path for novices.
  • Both paths should lead to satisfaction.
  • Build secrets and extras into levels.
  • Experts will enjoy finding and dealing with them.
  • Average players might find them, but not be able
    to properly deal with them.
  • Novice players might miss them totally.

21
GameplayDegree of Difficulty
Screen shot of Quake II. Id Software always
placed lots of secrets for experts to find in all
of their games. Novice players usually
just skipped past them. (Hint courtesy of Planet
Quake.)
22
GameplayBalance
  • Stocking a level requires very careful thought
    and planning.
  • Too many or too few supplies for the player.
  • Too many or too few enemies.
  • Locations of supplies and enemies.
  • It is also important to balance risk and reward
    for the player.
  • Something might be difficult to do in a game, so
    accomplishing it should provide some kind of
    bonus to the player for their efforts.

23
GameplayBalance
Screen shot of Tony Hawk 2. Rewards are provided
for insanely risky stunts, like jumping buildings
to get the secret tapes.
24
GameplayPuzzles
  • Levels must be designed with their puzzles in
    mind.
  • The puzzles must fit with the setting and styles
    used in the level.
  • The puzzles and obstacles must be easily
    identifiable from other level background.
  • Clues to puzzles and obstacles should be given in
    the level in advance.
  • The amount of foreshadowing, or number of clues
    helps determine puzzle difficulty.

25
GameplayPuzzles
Screen shot of Rune. Clues to traps can help the
player avoid situations like this one.
26
Level Design Tips
  • If you have something in a level that looks
    important, make sure that it is.
  • The harder the player works for something, the
    bigger the reward should be.
  • Design levels around the strengths and weaknesses
    of your artificial intelligence.
  • Keep in mind the place your level has in the game
    as a whole.
  • Make sure it is properly sequenced.

27
Level Design Tips
Screen shot from Quake. The ogre was notorious
for getting stuck in doorways in many levels
with its chainsaw, and not knowing how to get
unstuck.
28
Level Design Tips
  • If you need to deprive a player of a previously
    acquired weapon or item, do so in a way that
    makes sense.
  • Accommodate different playing styles.
  • Some are cautious, and some take many risks.
    Allow both methods to enjoy success.
  • Provide lots of eye candy.
  • Do not reveal it all at once.
  • Hold some things back to reveal as the player
    progresses through the level.

29
Evaluation
  • Level design is an iterative process.
  • No one conceives a level in their head, builds
    it, and walks away, leaving it untouched.
  • A level must be honed and balanced constantly.
  • Evaluation is a key part of level design.
  • The level designer.
  • Other level designers on the project.
  • Play testers.
  • Public beta testers.
  • Get feedback early and make use of it!
Write a Comment
User Comments (0)
About PowerShow.com