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The Art and Science of Level Design

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Takes various 'ingredients' from other talented people and mixes them into ... own decisions about how much trouble he's going to get himself into for treasure ... – PowerPoint PPT presentation

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Title: The Art and Science of Level Design


1
The Art and Science of Level Design
  • Cliff Bleszinski
  • Epic Games
  • June, 4, 2002
  • Yoon, Kyung-A
  • Software Engineering Laboratory

2
Contents
  • Introduction
  • Level designer
  • Role
  • Suggestion for level designer
  • Design techniques
  • The future of level design
  • Conclusion

3
Introduction
  • Level
  • A mission, stage, map or other venue of player
    interaction.
  • Level design
  • Data entry and layout portion of the game
    development cycle.

Level design is as much an Art as it is a
Science
4
Level Designer- role
  • Takes various ingredients from other talented
    people and mixes them into something special
    while following the recipe of a design document
  • Judges what is fun, what gameplay elements work
    and what do not
  • Evolves to the role of the glue of a project, the
    hub at which everything comes together

5
Level Designer- suggestion for level
designer(1/2)
  • Evaluate oneself
  • Never afraid to step back and reevaluate content
  • Peer criticism
  • Never afraid to take criticism from peers
  • A great designer is the sum of himself plus his
    peers
  • Friendly rivalries
  • Feel a desire to one up each other

6
Level Designer- suggestion for level
designer(2/2)
  • Search and research
  • Search the details that make no sense in the
    works
  • Good research lends itself to good planning
  • The best design is a combination of careful
    on-paper planning and improvisation
  • Detail vs. framerate
  • Guide the hardcoded design limitation
  • Framerate, RAM usages etc
  • Oz has spoken!
  • Pay no attention to the man behind the curtain

7
Design techniques (1/3)
  • Controlled freedom
  • Let the player think he has a choice in where to
    go and what to do but gently guide him to his
    destination
  • Pacing
  • Constant scares dull the senses
  • Level designer works and reworks his ideas to
    make sure they balance the world well
  • Risk incentive
  • Let the game player make his own decisions about
    how much trouble hes going to get himself into
    for treasure

8
Design techniques (2/3)
  • On revisiting
  • Revisiting areas from a different angle is a good
    thing for designers to practice
  • Supply and demand
  • Good supply and demand make goodies more valuable
  • Teach resource management
  • Scene composition and contrast

9
Design techniques (3/3)
  • Work with the AI guy
  • Often AI does not work perfectly, it is important
    to maintain patience and have faith in the AI
    talent
  • On sound
  • If the title calls for chills and thrills, let
    the sound do much of the work!
  • Intelligent backtracking
  • A designer is reusing a previously seen area and
    it is important to make the area seem fresh or
    interesting

10
The future
  • On editors
  • Level editors will become closer to high end
    modeling packages such as Lightwave, 3Dstudio max
    etc.
  • On texturing
  • The next generation titles will feature a more
    detailed system where simple maps are mixed to
    create realistic surface
  • On AI
  • Design will become easier as AI will become
    better at tasks such as navigation and conflict
  • On skills
  • Level designer will be familiar with many of the
    tools that artists and 3d modelers use

11
Conclusion
  • Level design is as much an art as it is a science
  • The level designer
  • needs to understand where he fits in amongst the
    other talented people he works with
  • needs to have an open mind
  • Needs to have a good artistic sense and
    scientific understanding
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