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Level design
1. FUNDAMENTALS OF GAME
DESIGN
GAME LEVEL DESIGN
Sayed Ahmed
BSc. Eng. in CSc. & Eng. (BUET)
MSc. in CSc. (U of Manitoba)
http://sayed.justetc.net
http://www.justETC.net
sayed@justetc.netwww.justETC.net
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Presented at the University of Winnipeg
Just E.T.C for Business, Education, and Technology Solutions
2. WHAT IS LEVEL DESIGN
Process of constructing the experience that will
be offered to the player
Level designers create the following essential
parts of the player’s experience
The space in which the game takes place
The initial conditions of the level
The set of challenges the player will face within the
level
The termination conditions of the level
The interplay between the gameplay and the game’s
story
The aesthetics and mood of the level 2
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3. KEY DESIGN PRINCIPLES
Make the early levels of a game tutorial levels
Vary the pacing of the level
When the player surmounts a challenge that
consumes his resource, provide more resources
Avoid conceptual non sequiturs
Clearly inform the player of his short-term goals
Be clear about risks, rewards, and the
consequences of decisions
Reward in a large way, punish in a small way
The foreground takes precedence over the
background 3
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4. KEY DESIGN PRINCIPLES
The purpose of an artificial opponent is to put up
a good fight and then lose
Implement multiple difficulty settings if possible
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5. GENRE-SPECIFIC LEVEL DESIGN
PRINCIPLES
Action Games
Vary the pace
Strategy Games
Reward planning
Role-Playing Games
Offer opportunities for character growth and player
self expression
Sports-Games
Verisimilitude is vital
Vehicle Simulations
Reward skillful maneuvering 5
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6. GENRE-SPECIFIC LEVEL DESIGN
PRINCIPLES
Construction and Management Simulations
Offer an interesting variety of initial conditions and
goals
Adventure Games
Construct challenges that harmonize with their
locations and the story
Artificial Life Games
Create many interaction opportunities for the
creatures in their environment
Puzzle Games
Give the player time to think
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7. LAYOUTS OF THE GAME WORLD
Open Layouts
Linear Layouts
Parallel Layouts
Ring Layouts
Network Layouts
Hub-and-Spoke Layouts
Combinations of Layouts
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8. EXPANDING ON THE PRINCIPLES OF LEVEL
DESIGN
Atmosphere
Lighting
Color Palette
Weather and atmospheric effects
Special visual effects
Music
Ambient audio
Special Audio effects
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9. PROGRESSION AND PACING
Designing the Progression
Mechanics
Experience Duration
Ancillary Rewards and Environmental Progression
Practical gameplay rewards
Difficulty
Actions available to the player
Story progression
Character growth
Designing the Pacing
Vary the Pacing
Overall Pacing
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10. TUTORIAL LEVELS
Tutorial Levels
A scripted or partially scripted experience
Explains
Game’s user interface
Key challenges
Actions to the player
Use voiceover narration, text superimposed on the
screen, special mentor character to explain things to
the player
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11. THE LEVEL DESIGN PROCESS
Planning Phase
Gameplay Planning Phase
Layout
Areas devoted to major challenges
Pacing
Termination Conditions
Resource placements
Player start and end points
NPC positions and spawn points
Elevations
Secret areas
Special event issues
Landmarks
Destruction
Storytelling
Save points and checkpoints
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12. THE LEVEL DESIGN PROCESS
Planning Phase
ART Planning Phase
Plan Performance
Plan Coding
Prototyping Phase
Level Review Phase
Scale
Pacing
Placement of objects and triggers
Performance issues
Other code issues
Aesthetics
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13. THE LEVEL DESIGN PROCESS
Level Refinement and Lock-Down
Level Design to Art Handoff
First Art and Rigging Pass
Art to Level Design Handoff and Review
Content Integration
Bug Fixing
User Testing and Tuning
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14. PITFALLS OF LEVEL DESIGN
Get the Scope Right
Avoid Conceptual Non Sequiturs
Make Atypical Levels Optional
Don’t show the player Everything at Once
Never Lose Sight of Your Audience
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15. SUMMARY
The level designer is responsible for actually
presenting the game experience to the player by
designing
The space in which the games take place
Deciding what challenges a player will face
Creating the atmosphere of the game worlds
Planning the pacing of events for each level
Level design is governed by
Some universal principles
Some genre specific principles
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16. SUMMARY
Designing the actual layout of the level is
important
Enhance the playing experience
Level design requires interaction among
The game’s design team
Artists
Programmers
Audio team
Attention to detail and a methodical approach
Will help to prevent level design pitfalls
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