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

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Presentation on theme: "COMP150 Game Design LESSON #10: Level Design Guest Lecture #1: Forrest Dowling."— Presentation transcript:

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

2 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.

3 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!

4 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.

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6 PART 2: GUEST LECTURE ON LEVEL DESIGN

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

8 Question: What is Level Design?

9 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)

10 Question: What is Level Design?

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15 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

16 CASE Question: What does an FPS need?

17 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?

18 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

19 Question: How can level design help players navigate?

20 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

21 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.

22 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.

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


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