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Iterative Level Design

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Presentation on theme: "Iterative Level Design"— Presentation transcript:

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2 Iterative Level Design
From Concept and Discovery to a finished product

3 Level Design Design level’s geometry layout Design level’s game flow
Design Cinematic Scenes Play an important role in Gameplay Features Design and Development Various level design in various games Level Design is the creation of levels for a video game. This is commonly done using level design tools, special software usually developed just for the purpose of building levels, however some games feature built-in level editing tools. Level design is a process used in the majority of video games in a variety of genres, such as FPS games, RTS games, Action games, Racing games and even RPG games. Only in the last ten years or so has the actual separation of labor occurred that has allowed the job of level designer to come into being, and in the last three or four years the job of level designer itself has often been subdivided into level artist, level designer and scripter while games trend to lager scale. Design level’s geometry layout: sculpt the static objects what player can touch and are concerned with gameplay in level, such as rooms, buildings, structures or terrain geometry layout. Decoration objects layout is been in charged of by Level Artist. Design level’s game flow: set up the dynamic entities what player can experience and are to build level logic, such as level start & exit locations, non-player characters, specific activities & behaviors. Design Cinematic Scenes: Cinematic Scene, like game intro, interlude scene, is a very important part of Level Design. More and more cinematic scenes are plugged into games. In Cinematic Scenes, level design includes adding realism by filling in with details such as specific camera view, animation, dialogs, sounds, lighting. Good level design strives to bring out the best gameplay in a game, provide an immersive experience, and sometimes to advance the storyline with provided gameplay features. As a result, level design, gameplay features design and development interact to form a fun level. Different game genres may have very different level design requirement, according to the different game features available. General requirements include: 1. In FPS games: specifying other entities in the map, such as NPC spawn points & behaviors, ladders, resource nodes, ammo and health, weapons, save points, etc. 2. In Action games: specifying player stunt places, dynamic objects, locations of doors, keys/buttons and associated locked doors, teleport spots, and hidden passageways. 3. In Racing games: specifying street size, turns, stunt places, etc. 4. In RTS games: specifying certain regions with specific functions, such as resource harvesting, base building, water regions, etc.

4 Iterative Develop Mode
Focus on the specific objective Decide the rough acceptance Work in sprints Review Adjust & Evolution Iterate Achieve the objective There is no need to achieve your objective perfectly. Do only the work that answers the right questions in the right order. Rough acceptance can be decided by experienced developer. Sprint: a single stage with some deliverable. One iteration can have several sprints. In sprint planning, schedule all detail tasks and try to find out all dependency. In each sprint, developer shouldn’t be interrupt by other requirements. In sprint review, deliverables will be judged and feedback will be implemented in the next similar sprint. The acceptance will be detailed. Repeat and accomplish. Evolution from lessons learned during the previous iteration to start the next iteration.

5 Iterative Develop Mode
objective rough acceptance sprints review adjustment & evolution iterate accomplish

6 Iteration in Level Design
Why we need iteration in Level Design? Will iteration slow down the level design? How can we do the iterative level design? Video game, as a category of software, can also be developed in iteration. The interaction between game and player is the key. Video game is not mainly designed as a tool. The purpose of video game is to provide fun to player, so player’s requirement on fun is the highest priority. Fun game is made of fun levels. There is always something missed or incorrect in early level design stage which can be figured out easily only after the level blocked out. It depends not only on the level designer’s experience, but also on the project status. So, iteration is not avoidable. Level design is start from level design documents which need iteration to finalize a proper format and content. In block out stage, the way to modify level to match requirement is iteration. It can quickly provide a version for people to judge if the level design document is good or the level layout is good. After, level designer can clarify what adjustment is needed. In iteration, level designers needn’t to focus on those uncompleted game features. They can assume pieces will just fit together.

7 Iterative Level Design Process
Translate game design concept Research and development Prototype Iterative design Macro layout Micro layout Detailed gameplay (From this slide, I will use examples from what I have experienced in previous projects.) What is game design concept the genre of the game, the story, game world description, game mode, game features, etc. How does level design translate that to fun levels documentation – description, 2D layout, list, checklist, concept art, reference material. The goal is to make people can understand the level completely. The document is a container which contains all items needed for the level. It should be as detail as possible to simplify the level creation. Here, level designers make decision on what the level is. Start from template creation (iterate and adjust) Figure out the proper way to create 2D layout (iterate and adjust), it will be filled after the 2D layout is created. List game features, objects, structures, etc in the level, it can be tweaked in iteration A basic version of checklist for QA to test the level, it can be tweaked in iteration Concept art to show the general picture of the level, it will be filled later. Reference material to show the situation in real world, it should be done at the beginning of the document creation pass the document to other discipline teams to figure out the dependency and workload what tools can I use in creating levels for this game. We use World Machine as terrain design tool and Google Sketchup as buildings design tool, because they can match the requirement and easily to use. not only prototype a fun level for the game, but also figure out what processes are needed and design how those processes work The processes prototype is more important. Level designers work on their own tasks, review their works together, discuss and make an agreement to improve the prototype. Now, level designers are the worker to build the level according to the document. The more detailed the document, the easier to build the level 3D layout. On prototype, we can figure what the level design should be improved. It will direct the design work in the next iteration. According the prototype, the real production can start. We do the macro layout design to identify the game flow in the level, the global layout of the level. It comes with the level description and overview pictures. For those important gameplay areas, we have micro design. Detailed gameplay is something like use case story which explains player’s detail experience in the level. Now, we have 2D layout to fill the document and different design captions.

8 Iterative Level Design Process
(From this slide, I will use examples from what I have experienced in previous projects.) What is game design concept the genre of the game, the story, game world description, game mode, game features, etc. How does level design translate that to fun levels documentation – description, 2D layout, list, checklist, concept art, reference material. The goal is to make people can understand the level completely. The document is a container which contains all items needed for the level. It should be as detail as possible to simplify the level creation. Here, level designers make decision on what the level is. Start from template creation (iterate and adjust) Figure out the proper way to create 2D layout (iterate and adjust), it will be filled after the 2D layout is created. List game features, objects, structures, etc in the level, it can be tweaked in iteration A basic version of checklist for QA to test the level, it can be tweaked in iteration Concept art to show the general picture of the level, it will be filled later. Reference material to show the situation in real world, it should be done at the beginning of the document creation 2. pass the document to other discipline teams to figure out the dependency and workload 3. block out – 3D layout, game actors, game flow integration. what tools can I use in creating levels for this game. We use World Machine as terrain design tool and Google Sketchup as buildings design tool, because they can match the requirement and easily to use. not only prototype a fun level for the game, but also figure out what processes are needed and design how those processes work The processes prototype is more important. Level designers work on their own tasks, review their works together, discuss and make an agreement to improve the prototype. Now, level designers are the worker to build the level according to the document. The more detailed the document, the easier to build the level 3D layout. On prototype, we can figure what the level design should be improved. It will direct the design work in the next iteration. According the prototype, the real production can start. We do the macro layout design to identify the game flow in the level, the global layout of the level. It comes with the level description and overview pictures. For those important gameplay areas, we have micro design. Detailed gameplay is something like use case story which explains player’s detail experience in the level. Now, we have 2D layout to fill the document and different design captions.

9 Iterative Level Design Process
Iterative layout block out - Test and iterate Polish Bug fix Enjoy the completed level block out – 3D layout, game actors, game flow integration. Playable Level Is the pacing and spacing good? Deliverable: First Playable – layout block out, concept art, placeholders set pieces Vertical Slice level This level will be a prototype. All game content will be implemented in this level first. Game design, game features, art work.

10 Iterative Level Design Process

11 Need Attention Focus on main parts first
Level is rarely playable in early iteration Not all content will stay in game Unexpected iteration could jump in Proper cross discipline team communication Levels rarely playable difficult to evaluate new game mechanics or creatures QA testing hindered late review of content Cut content Get answers to critical questions early and only do the work that is required to get those answers Costly and unplanned iterations Cross department communication isn’t encouraged Intractable performance issues

12 Level Designers Synthesize a playable, logical and exciting game
Explore the engine Be assigned different functions Connect different develop groups Resolve problems efficiently

13 Have FUN Design a FUN level Work in a FUN level design process
Synthesize and enjoy the completed level

14 Have FUN Work in

15 END


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