Level Design
Design of Computer Games
Martin Sillaots
Aug 8 2019
# 12
Content
• Nature of Level Design
• Design Principles
• Layouts
• Level Design Process
Nature of Level Design
• Space in which the game takes place
• Initial conditions for the levels
• Set of challenges the player will face within the
level
• Termination conditions for the levels
• Interplay between the gameplay and the game’s
story
• Aesthetics and mood of the level
Universal Level Design Principles
• First levels are tutorial levels
• Vary the progression and pacing of the level
• Provide enough resources
• Avoid conceptual mismatches
• Inform players about short-term goals
• Be clear about risks and rewards
• Reward player
• Reward in a large way, punish in a small way
• The foreground takes precedence over the background
• The purpose of NPC is to provide a good fight and then
lose
• Implement multiple difficulty settings if possible
Genre-Specific Level Design Principles
• Action games - vary the tempo
• Strategy games - reward planning
• Role-playing games - opportunities for growth and self-
expression
• Sports games - close to the real world
• Vehicle simulation - reward skillful maneuvering
• Construct and management – offer different scenarios
• Adventure games - challenges related with the locations
• Artificial life - provide lot of interactions with the creatures
• Puzzle games - give time to think
Linear
Parallel Ring
Network Hub-and-Spoke Combined
Ref: Ernst Adams, Fundamentals of Game Design
Level Layouts
Level Design Process
• Level Design Handoff
• Planning Phase
• Prototyping
• Level Review
• 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
Level Design

Level Design

  • 1.
    Level Design Design ofComputer Games Martin Sillaots Aug 8 2019 # 12
  • 2.
    Content • Nature ofLevel Design • Design Principles • Layouts • Level Design Process
  • 3.
    Nature of LevelDesign • Space in which the game takes place • Initial conditions for the levels • Set of challenges the player will face within the level • Termination conditions for the levels • Interplay between the gameplay and the game’s story • Aesthetics and mood of the level
  • 4.
    Universal Level DesignPrinciples • First levels are tutorial levels • Vary the progression and pacing of the level • Provide enough resources • Avoid conceptual mismatches • Inform players about short-term goals • Be clear about risks and rewards • Reward player • Reward in a large way, punish in a small way • The foreground takes precedence over the background • The purpose of NPC is to provide a good fight and then lose • Implement multiple difficulty settings if possible
  • 5.
    Genre-Specific Level DesignPrinciples • Action games - vary the tempo • Strategy games - reward planning • Role-playing games - opportunities for growth and self- expression • Sports games - close to the real world • Vehicle simulation - reward skillful maneuvering • Construct and management – offer different scenarios • Adventure games - challenges related with the locations • Artificial life - provide lot of interactions with the creatures • Puzzle games - give time to think
  • 6.
    Linear Parallel Ring Network Hub-and-SpokeCombined Ref: Ernst Adams, Fundamentals of Game Design Level Layouts
  • 8.
    Level Design Process •Level Design Handoff • Planning Phase • Prototyping • Level Review • 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

Editor's Notes

  • #5 First levels are tutorial levels Vary the progression and pacing of the level Provide enough resources - When the player surmounts a challenge that consumes his resources, provide more resources Avoid conceptual mismatches Inform players about short-term goals Be clear about risks and rewards - the consequences of decisions Reward player - for skill, imagination, intelligence, and dedication Reward in a large way, punish in a small way - success motivates players more than the fear of failure does The foreground takes precedence over the background The purpose of an artificial opponent is to put up a good fight and then lose Implement multiple difficulty settings if possible
  • #6 Action games - vary the tempo - Players must be able to rest, both physically and mentally, between bouts of high-speed action Strategy games - reward planning - Give players defensible locations to build in and advantageous positions to attack from, but let the players discover these places for themselves Role-playing games - Offer opportunities for character growth and player self-expression Sports games - close to the real world - each match played as a level Vehicle simulation - reward skilful manoeuvring Construct and management simulations - Offer an interesting variety of initial conditions and goals - scenarios rather than levels Adventure games - harmonise challenges with the locations and the story - A chapter is the adventure game equivalent of a level. Artificial life games - provide lot of interactions with the creatures Puzzle games - give time to think - pause game
  • #7 + Open – war games, role games Linear – one way doors, dead locks, Adventure, platform Parallel – different risk and reward Ring – Racing Network – freedom to move any direction, difficult to tell a story – fighting games, shooters Hub – safe place, Spokes – challenges – all available at the same time. Combined – adventure games
  • #8 https://www.youtube.com/watch?v=FN7iLKUR8eY