COMP150 Game Design LESSON #10: Level Design Guest Lecture #1: Forrest Dowling.

Slides:



Advertisements
Similar presentations
Analysis of Student Work Spring 2014 Pilot Webinar #2 h Broadcast: Wednesday, April 23 4:00 – 5:00 p.m.
Advertisements

IMGD 2900 Digital Game Design I Class 4: Monday
CSE 490 ra Pen computing capstone Richard Anderson AJ Bernheim Brush.
Valve’s Design Process for Creating Half-Life 2  Presented by David Speyrer and Brian Jacobson.
COMP 7970 Playtesting Cheryl Seals
Game Logic Project 4 Due date: Wednesday, September 27 th.
COMP150 Game Design LESSON #2: Testing and Disruption.
COMP150 Game Design LESSON #1: Intro to Course and Brainstorming Mechanics.
SELECT A LESSON 1. A WORLD AND CHARACTERS 2. PATHS AND ENEMIES 4. USING PAGES TO CHANGE THE RULES 5. GAME ANALYSIS AND DESIGN 6-7. CREATING YOUR OWN GAME.
Backward Design Lesson Planning UWG Lesson Plan Format Lyn Steed University of West Georgia.
Classroom Tips and Tricks
+ Intro to The Art of Computer Science Code.org. + Table of Contents Vocabulary Introduction to Computer Science Computer Scientist’s Responsibility Technology.
XNA GAME STUDIO 4.0 LEARN PROGRAMMING NOW Game Design.
TCAP REVIEW BEGINS Bring your TCAP foldable and your comp book each day to class.
Timothy P. Scott, Ph.D. Associate Dean College of Science.
Khan Academy Implementation Models Making the Best Use of Khan Academy with Your Students 1.
COMP150 Game Design LESSON #6: Digital Playtesting & Introduction to 2D and 3D Art Asset Production.
+ Web Design is ART. + Art Inspires…Design motivates.
Recognizing the Differentiated Instruction We Already Do, and Time- Saving Tips to Help Us Enjoy our Weekends.
Methodology for Information Organization David Rashty.
Technology, Digital Media, and Curriculum Integration
Muhammet Arda KILIÇ. Level Design Introduction Levels inDifferent Games Components of Level Elements of Good Level The Process Who Does Level Design?
Think Game Play! advanced-prototyping/ 016.
DGMD E-70 Principles of Game Design LESSON #2: Design Through Usability Testing.
Fall 2006CS4455 Prototyping Maribeth Gandy Jeff Wilson
Introduction to ArcGIS for Environmental Scientists Module 1 – Data Visualization Chapter 4 - Layouts.
Assignment Paired Prototyping Some content based on GDC 2006, Gingold and Hecker Brent M. Dingle 2014 Game Design and Development Program Mathematics,
The Monster’s Revenge TEAM DEFAULT. Summary Players act as Frankenstein's Monster, who is trying to sneak on top Victor’s property. The Monster’s goal.
DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption.
Interface Design 2 Week 2. Interface Design 2 :: Week 2 :: Calendar.
LESSON #9: Digital Playtesting & Introduction to 2D and 3D Art Asset Production DGMD E-70 Principles of Game Design.
LESSON #10: Digital Playtesting & Introduction to Character Animation with Mecanim DGMD E-70 Principles of Game Design.
INTRODUCTION Teaching Japanese Students various English expressions will be presented This Instructional Plan will explain to Japanese students how to.
Ms. Filiaga. Fill out on index card at your table : Name Class period 1) What motivated you to take Art B? 2) What do you expect to learn in art? 3) What.
DGMD E-70 Principles of Game Design LESSON #12: Mid-Production Evaluation: Game Radical Revision and Peer Evals.
DGMD E-70 Principles of Game Design LESSON #11: Level Design.
DGMD E-70 Principles of Game Design LESSON #14: Game Marketing #2: Conferences.
Game-Based Learning. ~ Plato Do not keep children to their studies by compulsion, but by play.
1 CO Games Development 1 Week 9 - part 2 Pathfinding Considerations Gareth Bellaby.
DGMD-E70 Principles of Game Design LESSON #5: Workplace Games and Introduction to Unity.
Game Logic Project 4 Due date: Monday, September 29 th.
First Playable Project 4 Due date: Monday, September 24 th.
COMP150 Game Design LESSON #13: Game Marketing #2 Guest Lecture #3: Brianna Wu.
COMP150 Game Design LESSON #14: Game Marketing #3.
COMP150 Game Design LESSON #9: Open Testing and Radical Decisions.
Managing Time  How much time do you have?  How are you going to use it?  What are your goals?  What are your priorities?  Do you have a schedule?
Kapi’olani Community College Art 249 Interface Design 2 In-class Presentation Week 2A.
LESSON #14: Game Marketing #2: More Trailers and Conferences
COMP 50 Game Design LESSON #11: Digital Playtesting & Introduction to Character Animation with Mecanim.
LESSON #2: Design Through Playtesting and Radical Revision
COMP 50 Game Design LESSON #9: Digital Playtesting & Introduction to 2D Art and 3D Texturing.
BreakoutEDU.com/beta.
DGMD-E70 Principles of Game Design
LESSON #5: Workplace Games and Introduction to 2D in Unity
Coaching through challenges
DGMD E-70 Principles of Game Design
DGMD E-70 Principles of Game Design
Gamification Dynamics, Mechanics and Instructional Design Elements Regina Nelson February 2017 A common language for an instructional design discussion.
BreakoutEDU.com/beta.
Place Standard How Good is Our Place?
Managing Your Time.
LESSON #14: Game Marketing #2: More Trailers and Conferences
Game Design LESSON #9: Digital Playtesting & Introduction to 2D Art and 3D Texturing.
LESSON #2: Design Through Playtesting and Radical Revision
Applying Use Cases (Chapters 25,26)
Applying Use Cases (Chapters 25,26)
DGMD E-70 Principles of Game Design
DGMD E-70 Principles of Game Design
How to deliver a Microsoft Cloud Workshop
Presentation transcript:

COMP150 Game Design LESSON #10: Level Design Guest Lecture #1: Forrest Dowling

TODAY: 1. Open Digital Prototype Testing! 2. Guest Lecture #1: Forest Dowling on “Encounter Building” 3. Level Design Considerations: Spatial and design considerations to enhance gameplay and user navigation.

PART 1: DIGITAL PLAYTESTING SET UP (<5 minutes): 1.Teams Choose Tables 2.Set up game digital prototype on 2-3 laptops. 3.Decide initial Observers (1-2) and Players. 4.Discuss: Do you want 1-3 points/ instructions to share with visiting players? Write them down!

PART 1: DIGITAL PLAYTESTING PLAYTEST ROUNDS (20 minutes each): 1.Observers stay to manage playtest, Players find other games to play. 2.If team chose 1-3 instructions, give them. 3.Players attempt to play prototype (5-10 min). Observers take notes! 4.Players fill out questionnaire (5 minutes). 5.Time permitting, discuss answers.

PART 2: GUEST LECTURE ON LEVEL DESIGN

PART 3: LEVEL DESIGN Spatial and design considerations to enhance gameplay and user navigation.

Question: What is Level Design?

What is the job of a level designer? Not just an architect, designing space: Where/when to place hostile AI? Must judge what is fun, what gameplay elements motivate players, what creates an immersive experience (art+sound), what advances the storyline, and also what fits the rest of the game -- Jay Wilbur (id Software, Epic)

Question: What is Level Design?

Good Level Design Considerations: Setting: elements implied by a school, train station, space station? Lay out larger map before focusing on rooms, and consider how player should feel in each area. Specific Activities by area: base building vs traps, resource gathering. Other Actors: Helpful vs Crunchy vs Boss AI, and their paths. Pickups locations: Health, Ammo, Weapons, Puzzle Pieces, combinable resources, etc. Movable Parts: Doors, keys/buttons, movable architecture (walkways)/landscape (rockslide)/vehicles (boats). Access: Start and Exit options for each space Also, immersive detail: art and audio which add meaning to mechanics

CASE Question: What does an FPS need?

Cover: Influence player path Corridors: Influence player speed Nodes: Influence player attention Resource Placement: level distribution spawn balance player guidance CASE Question: What does an FPS need?

Cover: Influence player path Corridors: Influence player speed Nodes: Influence player attention Resource Placement: level distribution spawn balance player guidance Pacing Risk Incentive Revisiting Supply/Demand Scene Composition Controlled Freedom

Question: How can level design help players navigate?

Level Design for Player Navigation: Martin Nerurkar: “No More Wrong Turns” Discrete Tools: HUD/UI, easily adaptable, convey multiple types of info, hard to ignore. Map: Abstract view of game Markers: In game highlighting or pointers Compass: Arrow pointing to item/exit/enemy Immersive Tools: Part of Environment, single piece of information, subtle Attract: Direct player with light, movement, color or “weenies” toward desired area/directions Identify: Landmarks, style, and in-game signs which help players orient. Guide Methods: Architectural (Portal) and natural (Prince of Persia) lines which guide player attention

PART 4: TEAM MEETING (if not in class, then outside as soon as you can) Convene at your team table to discuss observations and questionnaire answers. Read responses and review test-runner notes. Choose a facilitator Discuss responses—what feel like the biggest ideas, the most pointed critiques? Plan to type up and post your notes. Discuss Production goals for the next class, after Spring Break (next top priority Backlog items, potentially influenced by tester experience/ observations) and divide work equitably.

Due Next Week: HOMEWORK #10: Game: More levels, art, & audio TEAMS: 1.Divide Unity/Art/Audio production equitably. 2.Meet with your team at least twice to discuss progress, solve problems, and consolidate build. 3.Test clarity with at least two new players. 4.Submit sixth digital build to class next week. Individually: Progress Report #6: Submit typed page: What you agreed to produce, what you accomplished, self-evaluation/related screenshots.

Have an ecstatic week! And don’t forget to us with questions: Instructor: JASON WISER Available an hour after class and daily . TA: MIKE SHAH Lab hours: Wednesdays 4:30-5:45