What is Level Design? Steve Swink Flashbang Studios, LLC
Video Game
Art Theme: –Story, World, Characters, Dialog, Background Treatment: –Look, Style, Character Design, Polish –Art Direction
Theme, Treatment, or Mechanic? Intricately Painted Wall Textures Rock Climbing Solid Snakes Headband Gem Collecting A lone marine destroyed the Strogg leader Glowing eyes The driving force of Spira is the religion of Yevon
Art Theme –Writing, Supplemental Materials Treatment: –Character Design –Graphic Design –Industrial/Vehicle Design –Environmental/Architectural Design
Design Mechanic Design Level Design Traditional/Board Game Design Interface Design
The designer-
defined
relationship
between player
input
and game
reaction (output)
Mechanic Design The designer-defined relationship between player input and game reaction (output) Shorthand: Reactive Motion What the player does The verbs
Design Mechanic Design Level Design Traditional/Board Game Design Interface Design
Level Design Nouns Context … Stages, Worlds, Tracks, Boards, Songs, etc…
Design Mechanic Design Level Design Traditional/Board Game Design Interface Design
Tweaking
of abstracted
variables
to acheive
balance
Traditional Game Design Tweaking of abstracted variables to achievebalance The glue that holds Mechanic and Level together The games structure
Design Mechanic Design Level Design Traditional/Board Game Design Interface Design
Level, Game, or Mechanic Design? Symphony of Destruction in Guitar Hero Completing the yellow switch palace makes all empty yellow blocks full From a jump, reverting then manualing allows your combo to continue Gold medals are worth ten points; points can be used to unlock additional content Hyrule Field Donut Plains in Super Mario Kart Winning the Mushroom Cup on 150cc unlocks the Flower Cup
Technology Platform –Hardware –Software –Input –Output
Level Design Half of Game Design –Nouns to Mechanics Verbs
Level Design Half of Game Design –Nouns to Mechanics Verbs –Places and things, mostly
Level Design Half of Game Design –Nouns to Mechanics Verbs –Places and things, mostly Verbs = what you do Nouns = what you do to
Level Design Half of Game Design –Nouns to Mechanics Verbs –Places and things –Persons – AI
Level Design Half of Game Design –Nouns to Mechanics Verbs –Places and things –Persons – AI –Crafting Experience
Levels … Stages, Worlds, Tracks, Boards, Songs, etc…
Levels
… Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous –Of varied importance to various games
Levels … Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous –Of varied importance to various games –Tetris vs. Tony Hawk
Levels … Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous Single Player
Levels … Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous Single Player –Breadcrumb Design
Levels Player: I want to go here!
Levels Player: I want to go here! Designer: Sorry, you cant.
Levels Player: I want to go here! Designer: Sorry, you cant. Player: Why not?
Levels Player: I want to go here! Designer: Sorry, you cant. Player: Why not? Designer: Because I said so.
Levels Player: I want to go here! Designer: Sorry, you cant. Player: Why not? Designer: Because I said so. Player: Youre not my real Dad!
Levels … Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous Single Player –Breadcrumb Design
Levels … Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous Single Player –Breadcrumb Design –Sandbox Design
Levels … Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous Single Player –Breadcrumb Design –Sandbox Design –Level-derived Design
Levels … Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous Single Player –Breadcrumb Design –Sandbox Design –Level-derived Design –Algorithmic
Reward Schedules – B.F. Skinner
Levels
… Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous Single Player –Breadcrumb Design –Sandbox Design –Level-derived Design –Algorithmic –Physiological: meditative, Alpha waves
Levels
… Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous Single Player Multiple Players
Levels … Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous Single Player Multiple Players –Equality, balance of opportunity
Levels … Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous Single Player Multiple Players –Equality, balance of opportunity –Minutia
Levels … Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous Single Player Multiple Players –Equality, balance of opportunity –Minutia –Aesthetics (not important)
Levels … Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous Single Player Multiple Players –Equality, balance of opportunity –Minutia –Aesthetics (not important) –Playground versus Birthday Party
Levels … Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous Single Player Multiple Players –Equality, balance of opportunity –Minutia –Aesthetics (not important) –Playground versus Birthday Party –Physiology: Visceral, Beta Waves
The Level Designer Par Excellence Playful Perspicacious Moderate Objective Fortitude
Masterworks Metroid Prime –Cunning interblending of stimulus Visceral Logical/Analytical Exploratory Mario 64 Castlevania: Circle of the Moon Tony Hawk Counterstrike Super Mario Kart