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CHAPTER 23 LEVEL DESIGN Ümit Murat POLAT
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Prologue There are now new devices coming out, but whatever new form of technology appears, we will always design by what humans instinctively desire. There are now new devices coming out, but whatever new form of technology appears, we will always design by what humans instinctively desire. Tetsuya Mizuguchi Tetsuya Mizuguchi http://en.wikipedia.org/wiki/Tetsuya_Mizuguchi http://en.wikipedia.org/wiki/Tetsuya_Mizuguchihttp://en.wikipedia.org/wiki/Tetsuya_Mizuguchi
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Levels in Different Games Most commonly refers to the game-world of side-scrollers, first-person shooters, adventures, flight simulators, and role-playing games. Most commonly refers to the game-world of side-scrollers, first-person shooters, adventures, flight simulators, and role-playing games.
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Level Separation If a parent announces dinner while a child is playing a game, that child is likely to beg to be allowed to “just finish this level.” If a parent announces dinner while a child is playing a game, that child is likely to beg to be allowed to “just finish this level.”
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Level Order For example, if a game has thirty levels and six boss monsters, one logical way to place these adversaries in the game would be at the end of the fifth, tenth, fifteenth, twentieth, twenty-fifth, and thirtieth levels. The bosses certainly do not have to be on those precise levels, and each can be shifted slightly forward or backward in the level order without causing any serious problems. If the bosses were placed one each on the last six levels of the game, this would be obviously unbalanced. It would seem strange to players that after twenty-four levels of no-boss- monster gameplay, suddenly they have to fight one every level. For example, if a game has thirty levels and six boss monsters, one logical way to place these adversaries in the game would be at the end of the fifth, tenth, fifteenth, twentieth, twenty-fifth, and thirtieth levels. The bosses certainly do not have to be on those precise levels, and each can be shifted slightly forward or backward in the level order without causing any serious problems. If the bosses were placed one each on the last six levels of the game, this would be obviously unbalanced. It would seem strange to players that after twenty-four levels of no-boss- monster gameplay, suddenly they have to fight one every level.
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The Component of a Level What is this game trying to accomplish? What is this game trying to accomplish? How important are the different aspects of the game? How important are the different aspects of the game? What will the level need to do to support the type of gameplay this game has? What will the level need to do to support the type of gameplay this game has?
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The Component of a Level (Action) Action is the most obvious component of the levels for many games, and indeed for many titles the action element is the only justification for the level’s existence. Action is the most obvious component of the levels for many games, and indeed for many titles the action element is the only justification for the level’s existence.
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The Component of a Level (Puzzle Solving) Sometimes it may involve figuring out what needs to be accomplished in order to open a certain door or clear a large obstacle out of the way. Some of the simplest examples of this are the “switch flipping” puzzles found in many older first-person shooters. In these games (often for no particular reason) players need to navigate through a large section of the map in order to flip a switch. Sometimes it may involve figuring out what needs to be accomplished in order to open a certain door or clear a large obstacle out of the way. Some of the simplest examples of this are the “switch flipping” puzzles found in many older first-person shooters. In these games (often for no particular reason) players need to navigate through a large section of the map in order to flip a switch.
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The Component of a Level (Storytelling) Setting up the levels to support the appearance of these characters becomes very important. In some games it is obvious that the levels were designed from the very start with the story in mind. For instance, in Myth: The Fallen Lords, the players’ goals for a certain level are directly tied to the progression of the story. Setting up the levels to support the appearance of these characters becomes very important. In some games it is obvious that the levels were designed from the very start with the story in mind. For instance, in Myth: The Fallen Lords, the players’ goals for a certain level are directly tied to the progression of the story.
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The Component of a Level (Exploration) The designer must keep in mind how players will explore the level to know how best to lay it out. What cool piece of art or architecture will players see around the next corner? How excited or awe-inspired will players be on finding new areas? The designer must keep in mind how players will explore the level to know how best to lay it out. What cool piece of art or architecture will players see around the next corner? How excited or awe-inspired will players be on finding new areas?
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The Component of a Level (Aesthetics) You can not use the funny music while playing war games. You can not use the funny music while playing war games. In this century most important things is aesthetics for games In this century most important things is aesthetics for games
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Level Flow For different types of games, what a level is expected to accomplish changes significantly. Consider action/exploration games such as Super Mario 64, Tomb Raider, or Doom. Though the gameplay in these three games is significantly different, the functions the levels serve in each are remarkably similar. In all these games, players customarily play through the level from a distinct beginning point to a separate end point. For different types of games, what a level is expected to accomplish changes significantly. Consider action/exploration games such as Super Mario 64, Tomb Raider, or Doom. Though the gameplay in these three games is significantly different, the functions the levels serve in each are remarkably similar. In all these games, players customarily play through the level from a distinct beginning point to a separate end point.
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Who Does Level Design? Not a single person make a game based on team work. Game makers to get a place in the team does not necessarily need to be a college graduate. Game programming is done with the program you need to know the language very well (C, C + +, C #... etc). You can learn self programming languages or you can learn in college. Of course not only DirectX programming languages like OpenGL is an API used. Characters / partition is used to design programs like 3dsmax. So the game is composed of several stages of construction. Not a single person make a game based on team work. Game makers to get a place in the team does not necessarily need to be a college graduate. Game programming is done with the program you need to know the language very well (C, C + +, C #... etc). You can learn self programming languages or you can learn in college. Of course not only DirectX programming languages like OpenGL is an API used. Characters / partition is used to design programs like 3dsmax. So the game is composed of several stages of construction.
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BONUS http://alkislarlayasiyorum.com/icerik/162144/o yunlardaki-korkutucu-easter-eggler-top-10 http://alkislarlayasiyorum.com/icerik/162144/o yunlardaki-korkutucu-easter-eggler-top-10 http://alkislarlayasiyorum.com/icerik/162144/o yunlardaki-korkutucu-easter-eggler-top-10 http://alkislarlayasiyorum.com/icerik/162144/o yunlardaki-korkutucu-easter-eggler-top-10
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