Post on 23-Jan-2016
description
FUNDAMENTALS OF GAME DESIGNGAME LEVEL DESIGN
Sayed AhmedBSc. Eng. in CSc. & Eng. (BUET)
MSc. in CSc. (U of Manitoba)
http://sayed.justetc.net
http://www.justETC.net
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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
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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
background3
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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
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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
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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 think6
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LAYOUTS OF THE GAME WORLD
Open Layouts Linear Layouts Parallel Layouts Ring Layouts Network Layouts Hub-and-Spoke Layouts Combinations of Layouts
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EXPANDING ON THE PRINCIPLES OF LEVEL DESIGN
Atmosphere Lighting Color Palette Weather and atmospheric effects Special visual effects Music Ambient audio Special Audio effects
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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
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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
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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
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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
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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
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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
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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
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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
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