Slides revised Mar 23, 2015.
The course intro for level design course with an introduction to some surrealist methods and development project aiming to use those those techniques. This is part of an experiment in design teaching to extend student design understanding outside of tradition methods.
The slides contains the course intro, instructions to a development assignment and description of prefabs that are offered for the project (the Unity Project will be available later after I I fixed all the details and removed assets that I cannot redistribute).
2. Level Design
“Once the core gameplay for a game is established, it
is the level designer’s job to create the game-world in
which game play takes place, to build spaces that are
fun for players to play in” (Rouse, 2005, p.449)
Use of ready design and components to populate the
game-world
Where, what, how
Implementation of models, textures, sounds that are
needed in the levels
Level order and how the levels are connected
2
4. Petri Lankoski
Learning goals
Create levels for a game using a specific game system
design
Apply theories and research in level design work
Describe and Analyze level designs
Document and reflect own work
5. Petri Lankoski
Pedagogy
Problem-based / project-based learning
Problem-driven (in contrast to lecture-driven)
Project is the problem, a tool for learning
Set-up
Intro + seminars
Focus on concepts and theories
Project
Focus on applying theories and concepts in development
work
Reflection
Focus on documenting, reflecting, analyzing
6. Petri Lankoski
Portfolio
Game level (not returned via StudentAdmin)
Development diary (project part, 7/4-23/4)
Test plan & report
Two work samples accompanied with an
explanation how the sample exemplifies your learning.
Critique to the levels of another group
Artist of the group writes one critique
Designers of the group writes one critique
7. Petri Lankoski
Grading Criteria
G
Portfolio shows that the student
is able describe and justify their
design choices
Portfolio shows that the student
can apply theories/methods
from reference literature in
design and practical
development work.
Attended all the seminars and
project work
VG
Fulfil the criteria for G
The portfolio shows that the
student is able to critically reflect
their and others designs.
Portfolio shows that the student
has a good command on the
reference literature.
You have kept all deadlines
8. Petri Lankoski
Reading List for Thu (10/4)
All:
Rouse, Game Design: Theory &
Practice (2nd ed), Chapter 23: Level
Design (pp. 449–474)
Surrealist techniques (Wikipedia)
Artist
Salzberg & Kupferman: Stage Light
Primer: sections Principles of
Composition, Functions
Of Stage Lighting, Qualities of Light
Solarsky, Videogame art. Chapter 7
Environmental design and part of
chapter 8, colour (pp. 203–229)
Hayward, Videogame aesthetics.
Gamasutra.
Designers
Licht: An Architect’s Perspective
On Level Design Pre-Production.
Gamasutra.
Stout: Learning from the Masters.
Gamastutra.
Galuzin: Horror/Survival Level
Design. World od Level Design.
9. Petri Lankoski
Game
One game
Theme: Surrealism
Apply in look-and-feel
Palette: complement colors
Core mechanics:
Exploration
Finding power-ups and portals
Portals are hard to see by design
Spatial puzzle
Finding ones way from the beginning to the goal
Portals, power-ups, and kill zones are the main components
for the puzzle
“Published” as a freeware after the course
10. Petri Lankoski
Game...
You get Unity project that include (via version control)
Start screen with full functionality
An into scene
Fully functional
Except, some features depending on your level design in other
scenes
No coding except for visual effects
A set of prefabs that provides the core functionality
11. Petri Lankoski
Development Diary
See template
Remember to
To describe what you did
Describe the problems you face and how you solved the
problem
Explain how you used the course literature in your work
An entry per day, a longer entry once a week
Development phase
Include also quality sprint
12. Test plan & test report
Plan
Plan what to be tested
Aims for systematic approach
You should actively test things that needs to be tested! It is
not possible to see everything in advance.
Report
Contains the cases that where tested
Also the list of issues that remains
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13. Petri Lankoski
Work samples
Two Samples: for example:
Level design schema, concept art, assets, postmortem, etc.
Instead of 3D files or Photoshop files, use screenshots showing relevant details
Written report (around a page)
What did you do?
How did you do this?
Why did you do this ?
How this sample demonstrates your learning?
Keep in mind the learning goals of the course!
Telling that you have learned to normal map or using Unity profiler, etc. won’t help to
demonstrate your learning
14. Petri Lankoski
Groups for Project
Level Design Groups:
Two levels (he second levels is a copy of the other with some
small changes)
Lead Level Design Group:
overall structure & set-up intro & end scene
Requires co-operating with all groups
Scrum Master Group
No scrum masters in the other groups
ME: lead designer / product owner
15. Petri Lankoski
Sprints
Sprint 1 (7/4-8/4)
Concept: Concept art, maps,
prototypes, etc. -> High level
User Stories (1)
Scrum team does not work
as scrum masters during this,
but with lead level design
group
Sprint 2 (9/4-14/4):
Dev sprint
First level
Sprint 3 (15/4-17/4):
Dev sprint
Second level ready
The game is fully playable
Sprint 4 (20/4–23/4):
Quality sprint (testing &
iteration)
Test the whole game
(1) Keith, Agile Game
Development with
Scrum. Addison
Wesley, 2010, pp. 85-
124
17. Petri Lankoski
Theme
Surrealism
Illogical, visually realistic
Let your unconsciousness
guide
E.g.: Max Ernst, André
Breton, Salvador Dali,
Federico García Lorca, René
Magritte
Match to the style of concept
images, intro scene, and demo
“SURREALISM, n. Psychic
automatism in its pure state, by
which one proposes to express
-- verbally, by means of the
written word, or in any other
manner -- the actual functioning
of thought. Dictated by the
thought, in the absence of any
control exercised by reason,
exempt from any aesthetic or
moral concern.“ (Breton, 1924.)
18. Petri Lankoski
Approach
Disorienting
Pseudo-randomized progression structure
Portals
Power-ups
Some levels looking almost the same, but are not
Spatial puzzle
Finding ones way from the start to the goal
Finding and collecting power-ups that enables to pass gas
clouds that kills (Killing Zones)
Finding portals
19. Petri Lankoski
Level Design and Level
Progression
Power-up access
Hide
simple platform path
Simple puzzle
Hide portals in the level
Portals should be easy to access (if one have needed power-ups)
Levels can be revisited
Use Killing Zones to force players to finds Power-ups
More game world should accessible when more more power-
ups are collected
30. Pseudo-Random Variations
New game will modify the game
Three variations of the portals
Where they are or where the portal leads to
Three variations of where power-ups are
Where the power-ups are
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32. A Game Example
Windows:
• http://www.mediafire.com/download/aei7qb5z4aotf8l/Messang
OSX
• OSX: http://www.mediafire.com/download/zf3two2blqber1f/Me
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33. Early plan: Portal Set 1
33
Intro
Level 1A
Level 1B
Level 2A (UP)
Level 2B (UP)
End Level
2A (DOWN)
2B (DOWN)
35. 35
Set: ONE
THREE
Level: Level2B
Exit: Exit01
Set: THREE
Level: Level2A
Exit: Exit03
Set: ONE
TWO
Level: Level2A
Exit: Exit02
Set: TWO
Level: Level1B
Exit: Exit03
Set: THREE
Level: Level1B
Exit: Exit04
Level1A Set: TWO
Set: THREE
Set: ONE
Set: TWO
Set: ONE
Set: TWO Set: THREE
Set: TWO
01
02
03
04
36. Level1B
Set: ONE
THREE
Level: Level2B
Exit: Exit03
Set: TWO
Level: Level2B
Exit: Exit01
Set: TWO
Level: Level1A
Exit: Exit03
Set: THREE
Level: Level1A
Exit: Exit04
Set: THREE
Level: Level2B
Exit: Exit02
Set: ONE
Set: ONE
Set: THREESet: TWO
Set: ONE
Set: TWO
Set: THREE
01
02
03
04
37. 37
Set: ONE
TWO
Level: Level1A
Exit: Exit03
Set: ONE
Level: Level2B
Exit: Exit03
Level2A
Set: TWO
Level: Level2B
Exit: Exit04
Set: THREE
Level: end
Exit: Exit01
Set: THREE
Level: Level1A
Exit: Exit03
Set: THREE
Level: Level2B
Exit: Exit03
Set: THREE
Set: ONE
Set: ONESet: ALL
01
02
03
04
38. 38
Set: TWO
THREE
Level: Level2A
Exit: Exit03
Set: ONE
TWO
Level: Level2A
Exit: Exit02
Set: ONE
Level: Level2A
Exit: Exit02
Set: ONE
TWO
Level: end
Exit: Exit01
Set: TWO
THREE
Level: Level1B
Exit: Exit02
Set: ONE
Level: Level1B
Exit: Exit02
Set: THREE
Level: Level2A
Exit: Exit04
Set: ONESet: TWO
Set: THREE
01
02
03
04
Level2B
41. Petri Lankoski
Surrealist techniques
What & Why
Use surrealist techiques in
When modeling & animating
Putting a level together
The main point is restrict the
conscious control in the process
Examples
Collage: Cut-and-paste from
different images, models,
animations; combine without reason
guiding
Bulleting: Shoot ink to paper;
draw based on what is seen (useful
in drawing concept art)
Excusive Corpse: words & images
are collegially arranged; first
write/draw and hides the most, next
continues the writing drawing and
hides most, etc.
44. Petri Lankoski
Technical overview
The master version of the group’s work on Unity Pro
(on school machines)
Version control activated
Edit->Project Settings->Editor
Version control mode: Asset Sever
Window->Version Control (Ctrl-0)
Server setting as groups passwords in handouts
45. Petri Lankoski
Working with Version Control
1. Get changes from the server
Update
Do each morning
1. Do your updates
2. Test
3. Local Changes
Select all & commit all your changes
Required at the end of sprint, but commit at least once a day
Do not commit untested changes
46. Petri Lankoski
Setting Up a Level
Remove camera from the scene
Add MainManager prefab
Prefabs/MainManager/MainManager
Add PlayerStart
Prefabs/Player/PlayerStart
No need to add PlayerPrefab directly to a level!
47. Petri Lankoski
Portal
Prefabs/Portal
PortalEntrance
Values need to be set (after adding to a scene)
PortalSet: select from pop-up
Portal end:
level name: the level where portal leads to
Portal name: the portal exit where the player object is
transferred to
PortalExit
Rename object after adding it to a scene
Name needs to be unique
48. Petri Lankoski
Portal & Power-up Set
New game will randomize
Portal Set
Power-up Set
A portal is active if its set match to the active portal set
Power-up is active if its set match to the active power-
up set
Examples coming
49. Debug GUI
Toggle on–off: 0 + 8
You can
Set active Portal Set & Power-up Set
Add Power-ups to PC or remove all
Jump to different Portal Exits in the scene
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50. Petri Lankoski
Power-ups & KillerZones
Power-up
Prefabs/PoweUp
Five different types of power-
ups
Each enables to pass a specific
type of KillerZone
Edit Power Up Set after adding
power-up
Killer zone
Prefabs/KillerZone
Five different types of Killer
zones
Distinguishable by the smoke
color
52. Petri Lankoski
Other Prefabs
Following eye
An eye ball looking towards player object
MainMenu
Used in MainManu level
Intro Boss
Used in intro scene. Fixed behavior: on level start, freezes
player, plays dialogue (can be edited on Inspector), frees
player and follows Waypoints
53. Petri Lankoski
Project Organization
Groups has their own folders
Add your assets here
Use the directory created for your group (Group1, group2,
…)
Your stuff outside of your group folder will be deleted
Prefabs
It is a good practice to use prefabs
Everything that goes to a scene that needs some kind of
set-up should be made as prefab
54. Project…
Edit only your groups assets without consulting
teacher
Ok change prefabs after added to Hierarchy
NOTE instances of prefabs share the Materials
Make sure that you only edit the materials of your group
Duplicating a prefab or game object does not duplicate
material
No not add multiple versions of a same file to Assets
folder
Replace the earlier version
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55. Naming assets and Scripts
Use GRN prefix for every script you add
Example:
A sound script of the Group1
GR1PlayOnEnter.cs
Use only English in file names!
Letters öäå (etc.) will break things
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56. Petri Lankoski
Hierarchy Organization
Use empty objects for grouping
things
Always rename objects when
you have more than one
Eg.:
Waypoint -> Waypoint1
Waypoint -> Waypoint2
…
See example in intro level
57. This week
Read the materials for workshop
Play the example game
Get familiar with the Unity project
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