Fundamentals of Game Design, 2 nd Edition General Principles of Level Design by Ernest Adams Delivered by Mohammad Zikky, M.T in Project 1 lecture Chapter.

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Presentation transcript:

Fundamentals of Game Design, 2 nd Edition General Principles of Level Design by Ernest Adams Delivered by Mohammad Zikky, M.T in Project 1 lecture Chapter 12: General Principles of Level Design

Chapter 12 General Principles of Level Design2© 2009 by Pearson Education, Inc. Objectives Understand how level design can enhance or undermine a game’s story and gameplay Know the difference between universal and genre-specific level design principles List the possible level layouts and understand when to use each and how to combine them

Chapter 12 General Principles of Level Design3© 2009 by Pearson Education, Inc. Objectives (Cont.) Understand the importance of atmosphere, pacing, and progression Describe the key aspects of the level design process Recognize some of the pitfalls/holes of level design, such as inappropriate scope and conceptual non sequiturs (not consequence of facts)

Chapter 12 General Principles of Level Design4© 2009 by Pearson Education, Inc. What Is Level Design?  Space in which the game takes place  Initial conditions of the level  Set of challenges within the level  Termination conditions of the level  Interplay between gameplay and story  Aesthetics and mood of the level Level design: constructing the experience for the player using components from the game designer Level designers create:

Chapter 12 General Principles of Level Design5© 2009 by Pearson Education, Inc. Key Design Principles Universal level 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 resources, provide more resources  Avoid conceptual non sequiturs  Clearly inform the player of his short-term goals

Chapter 12 General Principles of Level Design6© 2009 by Pearson Education, Inc. Key Design Principles (Cont.) Universal level design principles (cont.)  Be clear about risks, rewards, and consequences  Reward the player for skill, imagination, intelligence, and dedication  Reward in a large way, punish in a small way  Spend more resources (polygons, memory, CPU time) on the foreground than on the background  The purpose of an artificial opponent is to put up a good fight and then lose  Implement multiple difficulty settings

Chapter 12 General Principles of Level Design7© 2009 by Pearson Education, Inc. Key Design Principles (Cont.) Genre-specific level design principles  Action game—vary the pace  Strategy game—reward planning  Role-playing game—offer opportunities for character growth and player self-expression  Sports game—verisimilitude is vital  Vehicle simulation—reward skillful maneuvering

Chapter 12 General Principles of Level Design8© 2009 by Pearson Education, Inc. Key Design Principles (Cont.) Genre-specific level design principles (cont.)  Construction and management simulation—offer an interesting variety of initial conditions and goals  Adventure game—construct challenges that harmonize with their locations and the story  Artificial life game—create many interaction opportunities for the creatures in their environment  Puzzle game—give the player time to think

Chapter 12 General Principles of Level Design9© 2009 by Pearson Education, Inc. Layouts Open layouts  Allow unconstrained movement  Correspond to the outdoors  Used in war games and role-playing games Linear layouts  Require player to move in a fixed sequence  Player can move only to next or previous area  Used traditionally in side- scrolling action games and rail-shooters

Chapter 12 General Principles of Level Design10© 2009 by Pearson Education, Inc. Layouts (Cont.) Parallel layouts  Modern variant of linear layouts  Variety of paths can go through the level  Can reflect a foldback story structure Ring layouts  Path returns to its starting point  Oval tracks or twisting road- racing tracks are rings  Used for racing games

Chapter 12 General Principles of Level Design11© 2009 by Pearson Education, Inc. Layouts (Cont.) Network layouts  Spaces connect to other spaces in different ways  Give the player freedom to take any path  Stories must be able to tolerate player experiencing events in any sequence Hub-and-spoke layouts  Central hub is usually a safe zone  Provides some choice of where to go  Lock off some areas to control sequence a little

Chapter 12 General Principles of Level Design12© 2009 by Pearson Education, Inc. Layouts (Cont.) Combinations of layouts  Combines aspects of several layout types  Role-playing games and adventure games often use combination layouts

Chapter 12 General Principles of Level Design13© 2009 by Pearson Education, Inc. Expanding on the Principles Level designer assembles components to create the atmosphere  Lighting  Color palette  Weather and atmospheric effects  Special visual effects  Music  Ambient audio  Special audio effects

Chapter 12 General Principles of Level Design14© 2009 by Pearson Education, Inc. Expanding on the Principles (Cont.) Progression refers to change or growth In designing progression, consider these factors:  Mechanics  Experience duration  Ancillary rewards and environmental progression  Practical gameplay rewards  Difficulty  Actions available to the player  Story progression  Character growth

Chapter 12 General Principles of Level Design15© 2009 by Pearson Education, Inc. Expanding on the Principles (Cont.) Pacing refers to the frequency of individual challenges  Genre affects pacing Multiplayer deathmatch shooters use the fastest pace Adventure games use the slowest pace  Vary the pacing with fast and slow periods  Overall pacing should remain steady or become more rapid near the end of the level

Chapter 12 General Principles of Level Design16© 2009 by Pearson Education, Inc. Expanding on the Principles (Cont.) Tutorial levels teach the player how to play  Somewhat scripted experience that explains the game’s user interface, challenges, and actions Introduce features in an orderly sequence Switch off features not yet introduced If the game is complex, use more than one tutorial level Highlight screen elements when you introduce them Let player go back and try things again conveniently  Voiceover narration or text can explain the game Design rule: Make tutorial levels optional

Chapter 12 General Principles of Level Design17© 2009 by Pearson Education, Inc. The Level Design Process Design to level design handoff  List features in the level  Create a rough overview map of the level Planning phase  Plan the level in detail  Plan the sequence of events  Document the gameplay, art, performance, and code requirements

Chapter 12 General Principles of Level Design18© 2009 by Pearson Education, Inc. The Level Design Process (Cont.) Prototyping  Construct temporary models of the landscape and objects  Models serve as blueprints for the art team Level review  Review the prototype  Feedback from the design, art, programming, audio, and testing teams

Chapter 12 General Principles of Level Design19© 2009 by Pearson Education, Inc. The Level Design Process (Cont.) Level refinement and lock-down  Make corrections based on feedback  Review and correct until the level is flawless  Lock the level Level design to art handoff  Give all files to the artists  Tell artists how the level should look and work  Contact the audio team for any needed audio

Chapter 12 General Principles of Level Design20© 2009 by Pearson Education, Inc. The Level Design Process (Cont.) First art and rigging pass  Art team builds the real artwork and rigging  You might need to incorporate the new content into software Art to level design handoff and review  Receive final artwork  Conduct a review

Chapter 12 General Principles of Level Design21© 2009 by Pearson Education, Inc. The Level Design Process (Cont.) Content integration  Assemble all the assets into the completed level  Adjust any rigging as necessary Bug fixing  Test for bugs and mistakes and hand off to QA User testing and tuning  QA creates a test plan and begins alpha testing  When thoroughly alpha tested, hand off to beta testing

Chapter 12 General Principles of Level Design22© 2009 by Pearson Education, Inc. Pitfalls of Level Design Get the scope right  Design within your available resources  It’s common to design something that’s too big Avoid conceptual non sequiturs  Illogical events in a game make it harder to play  Players should be rewarded, not punished, for using their intelligence

Chapter 12 General Principles of Level Design23© 2009 by Pearson Education, Inc. Pitfalls of Level Design (Cont.) Make atypical levels optional  Atypical levels break the player’s suspension of disbelief  Atypical levels could prevent some players from completing the game Don’t show the player everything at once  Introduce new features gradually  Maintain the player’s interest

Chapter 12 General Principles of Level Design24© 2009 by Pearson Education, Inc. Pitfalls of Level Design (Cont.) Never lose sight of your audience  Player-centric approach  Understand your target audience and deliver what they want Read the “Bad Game Designer, No Twinkie” articles for more examples of design errors  No_Twinkie_Database

Chapter 12 General Principles of Level Design25© 2009 by Pearson Education, Inc. Summary You should now understand  How to describe level design  How to apply key design principles  How to create a variety of layouts  How to create atmosphere, set a pace, and build tutorial levels  How to complete the level design process  How to avoid common pitfalls of level design