Level designintro

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Petri Lankoski Level Design Sprint 2014

description

The course intro for level design course with an introduction to some surrealist methods and development project aiming to use those those techniques. This is part of an experiment in design teaching to extend student design understanding outside of tradition methods.

Transcript of Level designintro

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Level DesignSprint 2014

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Course Info

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Learning goalsCreate levels for a game using a specific game

system design

Apply theories and research in level design work

Describe and Analyze level designs

Document and reflect own work

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PedagogyProblem-based / project-based learning

Problem-driven (in contrast to lecture-driven) Project is the problem, a tool for learning

Set-up Intro + seminars

Focus on concepts and theories Project

Focus on applying theories and concepts in development work

Reflection Focus on documenting, reflecting, analyzing

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PortfolioGame level

Development diary

Two work samples accompanied with an explanation how the sample exemplifies your learning

Critique to the levels of another group Artist of the group writes one critique Designers of the group writes one critique

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Grading Criteria

GPortfolio shows that the

student is able describe and justify their design choices

Portfolio shows that the student can apply theories/methods from reference literature in design and practical development work.

Attended all the seminars and project work

VGFulfil the criteria for G

The portfolio shows that the student is able to critically reflect their and others designs.

Portfolio shows that the student has a good command on the reference literature.

You have kept all deadlines

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Reading List for Thu (10/4) All:

Rouse, Game Design: Theory & Practice (2nd ed), Chapter 23: Level Design (pp. 449–474)

http://en.wikipedia.org/wiki/Surrealist_techniques

Artist Salzberg & Kupferman: Stage Light

Primer: sections Principles of Composition, Functions Of Stage Lighting, Qualities of Light (http://www.stagelightingprimer.com/)

Solarski, Aesthetics of game art and design, http://www.gamasutra.com/view/feature/185676/

Hayward, Videogame aesthetics, http://www.gamasutra.com/view/feature/130840/videogame_aesthetics_the_future.php

Designers

Licht: An Architect’s Perspective On Level Design Pre-Production (http://www.gamasutra.com/view/feature/2848/an_architects_perspective_on_.php)

Stout: Learning from the Masters. http://www.gamasutra.com/view/feature/134949/learning_from_the_masters_level_.php

Galuzin: Horror/Survival Level Design. http://www.worldofleveldesign.com/categories/level_design_tutorials/horror-fear-level-design/part1-survival-horror-level-design-cliches.php

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GameOne game

Theme: Surrealism Palette: complement colors Core mechanics: exploration, puzzle

You get Unity project that include (via version control) Start screen with full functionality An into scene

Fully functional, Except, some features depending on your level design in

other scenes A set of prefabs that provides the core functionality

“Published” as a freeware after the course

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Development DiaryThe same thing as in Designprocesser för spel

Remember to To describe what you did Describe the problems you face and how you solved

the problem Explain how you used the course literature in your

work

An entry per day, a longer entry once a week

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Work samples A sample

Level design schema, concept art, assets, postmortem, etc.

Written report (around a page)

What did you do?

How did you do this?

Why did you do this ?

How this sample demonstrates your learning?

Keep in mind the learning goals of the course!

Telling that you have learned to normal map or using Unity profiler, etc. won’t help to demonstrate your learning

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Groups for ProjectLevel Design Group (5 or 6 groups):

Two levels (he second levels is a copy of the other with some small changes)

End Level Design Group Two versions with some differences

Progression Design Group: design overall structure & set-up intro level portals Requires co-operating with all groups

Scrum Master Group No scrum masters in the other groups

ME: lead designer / product owner

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SprintsSprint 1 (11/4 & 14/4)

Concept Concept art, maps, prototypes, etc. -> User

Stories (1).

Sprint 2 (15/4-17/4): Dev sprint

Sprint 3 (22/4-23/4): Dev sprint

Sprint 4 (24/4-25/4): Quality sprint (testing & iteration)

(1) Keith, Agile Game Development with Scrum. Addison Wesley, 2010, pp. 85-124

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GameMessanger

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ThemeSurrealism

Illogical, visually realistic Let your unconsciousness

guide E.g.: Max Ernst, André

Breton, Salvador Dali, Federico García Lorca, René Magritte

Match to my style in the screen and intro scene

“SURREALISM, n. Psychic automatism in its pure state, by which one proposes to express -- verbally, by means of the written word, or in any other manner -- the actual functioning of thought. Dictated by the thought, in the absence of any control exercised by reason, exempt from any aesthetic or moral concern.“ (Breton, 1924.)

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ApproachDisorienting

Pseudo-randomized progression structure Portals Power-ups

Some levels looking almost the same, but are not

Spatial puzzle

Next: concept art and level design examples Level designs are very sketchy! Missing details!

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Style

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Style…

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Style…

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Style…

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Style…

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Style…

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Style…

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Style…

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Style…

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Style…

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Example: PortalsPORTAL-SET

LEVEL

ONE TWO THREE

Intro VA(1),VA(4) VB(2),IA(5) VA(4),IB(6)

IA VA(8), … … …

IB … … …

VA IA(7), … … …

VB … … …

Level NamePortal end

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Example: power-upsPOWER-UP SET

LEVELS

ONE TWO THREE

VA … … …

VB … … …

IA WHITE … …

IB … … …

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Example intro

Portal entrance

Killer Zone

Portal exit

Power-up

123

456

Player start

Portal Set ONE

Portal Set TWO

Portal Set THREE

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Level examples: VA

Portal entrance

Killer Zone

Portal exit

Power-up

1

4

78

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Level examples: IA

Portal entrance

Killer Zone

Portal exit

Power-up

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8

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Level examples: VB

Portal entrance

Killer Zone

Portal exit

Power-up

0

0

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Level examples: IB

Portal entrance

Killer Zone

Portal exit

Power-up

4

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Different game variationsPOWER-UP SET

PORTAL SET

ONE TWO THREE

ONE Alternative 1 Alternative 2 Alternative 3

TWO Alternative 4 Alternative 5 Alternative 6

THREE Alternative 7 Alternative 8 Alternative 9

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Surrealist techniques

What & WhyUse surrealist techiques in When modeling & animatingPutting a level together

The main point is restrict the conscious control in the process

Examples Collage: Cut-and-paste from

different images, models, animations; combine without reason guiding

Bulleting: Shoot ink to paper; draw based on what is seen (useful in drawing concept art)

Excusive Corpse: words & images are collegially arranged; first write/draw and hides the most, next continues the writing drawing and hides most, etc.

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Unity ProjectTechnical Overview and Project Customs

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Technical overviewUnity version 4.3.3

We cannot put things together if other versions are used

The master version of the group’s work on Unity Pro (on school machines)

Version control activated Edit->Project Settings->Editor

Version control mode: Asset Sever Window->Version Control (Ctrl-0)

Server setting as groups passwords in handouts

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Working with Version Control1. Get changes from the server

Select all & XXX Required at sprint start!

2. Do your updates

3. Test Do not commit untested changes!

4. Local Changes Select all & commit all your changes1. Required at the end of sprint

Goto 1

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Setting Up a LevelRemove camera from the scene

Add MainManager prefab Prefabs/MainManager/MainManager

Add PlayerStart Prefabs/Player/PlayerStart No need to add PlayerPrefab directly to a level!

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PortalPrefabs/Portal

PortalEntranceValues need to be set (after adding to a scene)

PortalSet: select from pop-up Portal end:

level name: the level where portal leads to Portal name: the portal exit where the player object is

transferred to

PortalExitRename object after adding it to a scene

Name needs to be unique

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Portal & Power-up set

New game will randomize Portal SetPower-up Set

A portal is active if its set match to the active portal set

Power-up is active if its set match to the active power-up set

Debug GUI

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Power-ups & KillerZones

Power-upPrefabs/PoweUp

Six different types of power-ups

Each enables to pass a specific type of KillerZone

Edit Power Up Set after adding power-up

Killer zonePrefabs/KillerZone

Six different types of Killer zones

Distinguishable by the smoke color

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Other Prefabs

Following eye An eye ball looking towards player object

MainMenu Used in MainManu level

Intro Boss Used in intro scene. Fixed behavior: on level start,

freezes player, plays dialogue (can be edited on Inspector), frees player and follows Waypoints

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Project OrganizationAssetPark

Add your assets here Use directories to keep order

Prefabs Everything that goes to a scene that needs some

kind of set-up should be made as prefab Prefabs are added in Prefabs folder in their own

directories Prefab XXX should be in Prefabs/PrefabA

Prefabs/PrefabA/Scripts Prefabs/PrefabA/Materials

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Hierarchy OrganizationUse empty objects for

grouping things

Always rename objects when you have more than one Eg.:

Waypoint -> Waypoint1 Waypoint -> Waypoint2 …

See example in intro level