This document provides guidance on level design for platformer games. It discusses understanding different platformer subgenres and establishing a visual theme for levels. It also recommends making lists of items, secret areas, and enemies. The document advises keeping level layouts simple at first and adding labels clearly. It stresses the importance of an overview layout, testing designs, and improving based on player feedback. The goal is to create levels that are understandable and guide the player through challenges in a fun, engaging way.
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Level design for platformers
1. Level Designs for Platformers
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2. Understand the Subgenres
• Puzzle platformers
• Run and gun platformers
• Cinematic platformers
• Comical action game
• Isometric platformers
• Platform-adventure games
• Endless running games
3. Visual Theme
• Mean the design
• Give what feeling
• Forest, Ice or Snow, Lava, Castle
4. Make a List
• Special Items (power up)
• General Items (coin, heal)
• Secret area
5. To know a player what we want
• First enemy
• Total useable power (aslo shot or jump)
• How power is useful
• Platform conditions
6. Simple Layout
• Its Just line or block and text in the graph
• Check its area spacing big or small (long = boring)
• That area complex or simple (complex != hard)
• Easy to hard (Must have bonus or prize)
7. Add the label
• E for ‘Enemy’, P for `Power-up’, and K for ‘Key’
• Write the long form somewhere
• Make style to look simple understand (Texture,
shade)
• No much time to introduce the same function
between developers, it’s just communication
8.
9.
10. Overview layout
• Make transition between sheet and
understandable paper
• Set the space for comment and other changeable
style
11. Series Layout
• Setting the definite spacing of a block, an enemy
or such a things.
• Reversible and flexible to change
• Set the title number to connect.
12. Theme Concept
• Color, Background and size.
• Just type the color name no need to paint.
• Discuses with Graphic designers.
• View and Direction to go.
• Show some info style. (Jump into it, that is path)
• Control the player by theme (such weather: wind
= auto move)
13.
14. Tests and Reports
• Play in your mind
• Your design process is not finish after drawing
• You must reverse from the QA.
• Scaled design is recommended
15. Repairing Contact
• Write a simple document, how was u do wrong
and why u was wrong.
• Remind – just simple don’t waste time by this.
16. Caution
• Don’t waste the time by drawing beauty.
• You can draw line although without ruler (but must
look good)
• Remember you are Level designer, not graphic
designer.
• Theme is yours.
• Start is only from the easy beginning.
• Return from the customers report will be next
sequence