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An Architectural Approach to Level
Design:
Creating an Art Theory for Game
Worlds (and So Can You!)
Christopher W. Totten
Founder & Creative Director, Pie for Breakfast
Studios
● Founder and Creative Director, Pie for
Breakfast Studios
● Works with museums to showcase games
● Smithsonian American Art Museum
Arcade 2018 theme: GAME SPACES
● Game design instructor
● Graduate and undergraduate degrees in
Architecture
Topics
●Why did I write about level design?
●Topic selection and analysis
●Benefits of sharing techniques
●What I learned by sharing my work
Why did I write about level design?
Grad school thesis on rule-based
approaches to design – game design
and architecture
Studied game worlds as architecture
Image source: Liz England’s
blog:
http://www.lizengland.com/bl
og/tag/side-project/
Game
Design
• Probability
• Project
management
• Game balance
• Systems/dynamics
• Math
• Lots more
Level
Design
• Architecture
• Perspective
• Composition
• Usage diagrams
(“heat maps”)
• Movement metrics
• Lots more
Social
design
Interactivity
Psychology
Pace/flow
Lots
more
Recognizing industry interest
Filling in
knowledge
gaps
“But what do I talk
about?”
What do I take for granted that isn’t
documented anywhere?
Image source:
https://www.polygon.com/20
17/10/3/16408922/game-
development-level-design
What sorts of things have you
“grokked”, so much that you forgot
you had to learn it?
What other interests or knowledge do
I have that I bring to my work?
In-production screenshot of
Lissitzky’s Revenge
“Lenses”
=
topics
Go on a bibliography
raid
Sharing
“Can I talk about this without violating NDA?”
“I think there’s a self-policing culture of fear in the industry that prevents us from sharing. I
think it’s useful to generally chip away at this culture.” ~Joel Burgess
“Talk like an
architect”
● Describe concepts in generally
applicable ways
● Not specific engines or genres
● Sketch ideas without content that
identifies your game
● Find examples in released games
● Helps also build the “canon” of
great levels
● Create new “example props” or
use work from released games for
when you need visuals
More sharing
=
design history
=
more knowledge
What I’ve learned by writing about
level design
“Who am I to write a book?”
You’re the person who chooses to write.
The publishing process
1. Make an outline of your idea
2. Contact a publisher by writing to an Acquisitions Editor in charge of your topic area
(game design, computers, design)
3. Submit a proposal form including list of similar books
4. TYPE ALL THE THINGS
5. “Developmental edit” – putting the content in a good order
1. Maybe also a technical edit if the book involves software
6. Copy edit – checking grammar, language
7. Production edit – Checking the final page proofs
8. BOOK!
Publisher vs. Free
● Publishers…
● are great when you want others to handle marketing, production, and
outreach
● have an air of “legitimacy” because there is an approval process
● make a thing that hides behind a pay wall
● own your manuscript
● Free…
● lets you share your ideas with everyone
● gives you potentially viral outreach
● doesn’t give you a team of editors to help you speak good
● you have to prove your own legitimacy and do your own marketing
well
Making a famous game is not the only
way to make a positive impact on the
industry.
Image source:
https://thirdcoastreview.com/
2018/02/02/bit-bash-
interactive-influence/
Thank you
Christopher Totten
E-mail: ctotten@pfbstudios.com
Twitter: @totter87
Company: PFBStudios.com
Personal: ChrisTotten3D.com

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