Level Designs for Platformers
Presented by Soe Myat Min
Contact me 09-250178574
www.facebook.com/saveinyourbrain.info
Understand the Subgenres
• Puzzle platformers
• Run and gun platformers
• Cinematic platformers
• Comical action game
• Isometric platformers
• Platform-adventure games
• Endless running games
Visual Theme
• Mean the design
• Give what feeling
• Forest, Ice or Snow, Lava, Castle
Make a List
• Special Items (power up)
• General Items (coin, heal)
• Secret area
To know a player what we want
• First enemy
• Total useable power (aslo shot or jump)
• How power is useful
• Platform conditions
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)
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
Overview layout
• Make transition between sheet and
understandable paper
• Set the space for comment and other changeable
style
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.
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)
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
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.
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
Ref
http://devmag.org.za
http://www.significant-bits.com
http://auntiepixelante.com
https://en.wikipedia.org
BY
Thank All!
Any Questions?
Contact me

Level design for platformers

  • 1.
    Level Designs forPlatformers Presented by Soe Myat Min Contact me 09-250178574 www.facebook.com/saveinyourbrain.info
  • 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 • Meanthe 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 aplayer what we want • First enemy • Total useable power (aslo shot or jump) • How power is useful • Platform conditions
  • 6.
    Simple Layout • ItsJust 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
  • 10.
    Overview layout • Maketransition between sheet and understandable paper • Set the space for comment and other changeable style
  • 11.
    Series Layout • Settingthe 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)
  • 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 • Writea 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 wastethe 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
  • 17.
  • 18.

Editor's Notes

  • #2 What r the position of game development
  • #3 Forest, u can jump to the trees
  • #4 Forest, u can jump to the trees