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
1
Presented at the University of Winnipeg
Just E.T.C for Business, Education, and Technology Solutions
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
sayed@justetc.netwww.justETC.net
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
sayed@justetc.netwww.justETC.net
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
4
sayed@justetc.netwww.justETC.net
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
sayed@justetc.netwww.justETC.net
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
6
sayed@justetc.netwww.justETC.net
LAYOUTS OF THE GAME WORLD
 Open Layouts
 Linear Layouts
 Parallel Layouts
 Ring Layouts
 Network Layouts
 Hub-and-Spoke Layouts
 Combinations of Layouts
7
sayed@justetc.netwww.justETC.net
EXPANDING ON THE PRINCIPLES OF LEVEL
DESIGN
 Atmosphere
 Lighting
 Color Palette
 Weather and atmospheric effects
 Special visual effects
 Music
 Ambient audio
 Special Audio effects
8
sayed@justetc.netwww.justETC.net
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
9
sayed@justetc.netwww.justETC.net
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
10
sayed@justetc.netwww.justETC.net
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
11
sayed@justetc.netwww.justETC.net
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
12
sayed@justetc.netwww.justETC.net
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
13
sayed@justetc.netwww.justETC.net
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
14
sayed@justetc.netwww.justETC.net
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
15
sayed@justetc.netwww.justETC.net
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
16
sayed@justetc.netwww.justETC.net

Level design

  • 1.
    FUNDAMENTALS OF GAME DESIGN GAMELEVEL 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 1 Presented at the University of Winnipeg Just E.T.C for Business, Education, and Technology Solutions
  • 2.
    WHAT IS LEVELDESIGN  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 sayed@justetc.netwww.justETC.net
  • 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 sayed@justetc.netwww.justETC.net
  • 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 4 sayed@justetc.netwww.justETC.net
  • 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 sayed@justetc.netwww.justETC.net
  • 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 6 sayed@justetc.netwww.justETC.net
  • 7.
    LAYOUTS OF THEGAME WORLD  Open Layouts  Linear Layouts  Parallel Layouts  Ring Layouts  Network Layouts  Hub-and-Spoke Layouts  Combinations of Layouts 7 sayed@justetc.netwww.justETC.net
  • 8.
    EXPANDING ON THEPRINCIPLES OF LEVEL DESIGN  Atmosphere  Lighting  Color Palette  Weather and atmospheric effects  Special visual effects  Music  Ambient audio  Special Audio effects 8 sayed@justetc.netwww.justETC.net
  • 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 9 sayed@justetc.netwww.justETC.net
  • 10.
    TUTORIAL LEVELS  TutorialLevels  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 10 sayed@justetc.netwww.justETC.net
  • 11.
    THE LEVEL DESIGNPROCESS  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 11 sayed@justetc.netwww.justETC.net
  • 12.
    THE LEVEL DESIGNPROCESS  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 12 sayed@justetc.netwww.justETC.net
  • 13.
    THE LEVEL DESIGNPROCESS  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 13 sayed@justetc.netwww.justETC.net
  • 14.
    PITFALLS OF LEVELDESIGN  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 14 sayed@justetc.netwww.justETC.net
  • 15.
    SUMMARY  The leveldesigner 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 15 sayed@justetc.netwww.justETC.net
  • 16.
    SUMMARY  Designing theactual 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 16 sayed@justetc.netwww.justETC.net