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Published byWyatt Hood Modified over 11 years ago
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What is Level Design? Steve Swink Flashbang Studios, LLC
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Video Game
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Art Theme: –Story, World, Characters, Dialog, Background Treatment: –Look, Style, Character Design, Polish –Art Direction
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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
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Art Theme –Writing, Supplemental Materials Treatment: –Character Design –Graphic Design –Industrial/Vehicle Design –Environmental/Architectural Design
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Design Mechanic Design Level Design Traditional/Board Game Design Interface Design
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The designer-
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defined
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relationship
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between player
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input
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and game
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reaction (output)
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Mechanic Design The designer-defined relationship between player input and game reaction (output) Shorthand: Reactive Motion What the player does The verbs
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Design Mechanic Design Level Design Traditional/Board Game Design Interface Design
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Level Design Nouns Context … Stages, Worlds, Tracks, Boards, Songs, etc…
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Design Mechanic Design Level Design Traditional/Board Game Design Interface Design
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Tweaking
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of abstracted
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variables
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to acheive
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balance
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Traditional Game Design Tweaking of abstracted variables to achievebalance The glue that holds Mechanic and Level together The games structure
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Design Mechanic Design Level Design Traditional/Board Game Design Interface Design
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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
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Technology Platform –Hardware –Software –Input –Output
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Level Design Half of Game Design –Nouns to Mechanics Verbs
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Level Design Half of Game Design –Nouns to Mechanics Verbs –Places and things, mostly
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Level Design Half of Game Design –Nouns to Mechanics Verbs –Places and things, mostly Verbs = what you do Nouns = what you do to
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Level Design Half of Game Design –Nouns to Mechanics Verbs –Places and things –Persons – AI
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Level Design Half of Game Design –Nouns to Mechanics Verbs –Places and things –Persons – AI –Crafting Experience
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Levels … Stages, Worlds, Tracks, Boards, Songs, etc…
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Levels
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… Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous –Of varied importance to various games
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Levels … Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous –Of varied importance to various games –Tetris vs. Tony Hawk
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Levels … Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous Single Player
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Levels … Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous Single Player –Breadcrumb Design
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Levels Player: I want to go here!
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Levels Player: I want to go here! Designer: Sorry, you cant.
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Levels Player: I want to go here! Designer: Sorry, you cant. Player: Why not?
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Levels Player: I want to go here! Designer: Sorry, you cant. Player: Why not? Designer: Because I said so.
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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!
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Levels … Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous Single Player –Breadcrumb Design
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Levels … Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous Single Player –Breadcrumb Design –Sandbox Design
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Levels … Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous Single Player –Breadcrumb Design –Sandbox Design –Level-derived Design
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Levels … Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous Single Player –Breadcrumb Design –Sandbox Design –Level-derived Design –Algorithmic
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Reward Schedules – B.F. Skinner
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Levels
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… Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous Single Player –Breadcrumb Design –Sandbox Design –Level-derived Design –Algorithmic –Physiological: meditative, Alpha waves
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Levels
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… Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous Single Player Multiple Players
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Levels … Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous Single Player Multiple Players –Equality, balance of opportunity
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Levels … Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous Single Player Multiple Players –Equality, balance of opportunity –Minutia
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Levels … Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous Single Player Multiple Players –Equality, balance of opportunity –Minutia –Aesthetics (not important)
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Levels … Stages, Worlds, Tracks, Boards, Songs, etc… Ubiquitous Single Player Multiple Players –Equality, balance of opportunity –Minutia –Aesthetics (not important) –Playground versus Birthday Party
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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
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The Level Designer Par Excellence Playful Perspicacious Moderate Objective Fortitude
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Masterworks Metroid Prime –Cunning interblending of stimulus Visceral Logical/Analytical Exploratory Mario 64 Castlevania: Circle of the Moon Tony Hawk Counterstrike Super Mario Kart
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