Download presentation
Presentation is loading. Please wait.
Published byMarylou Ford Modified over 9 years ago
1
Level design Game Idea Development
2
What is a Level? Define what a level is first Is a separate area in a game's virtual world. Sometimes called an act, area, board, chapter, course, episode, game, landscape, map, mission, phase, plan, round, section, stage, wave, world, or zone The term is derived from early role-playing games, where it referred to levels of a dungeon - the setting most such games were played in. Players would begin at the bottom (level 1), and proceed through increasingly numbered levels (of increasing difficulty) until they reached their freedom at the top, or they would start at the top (which would also be level 1), and proceed through increasingly numbered (and difficult) levels until they reached the treasure at the bottom.
3
What is level design? What is level design and how is it related to gameplay? Uses of levels extend the length of a simple (and short) game by allowing a victorious player to play again on a higher difficulty setting (such as tougher opponents), a different game setting (such as a different maze layout), or both. The game can last much longer and be more interesting without changing the basic gameplay style.
4
Uses of levels continued Programming constraints such as a limit on primary memory with which to store graphics and sound still necessitated many games being split into levels - or from another point of view, using levels allowed a great deal of variety in the game despite hardware limitations. Some modern games have attempted to gain the benefits of a level system while giving the impression that the games are continuous - i.e., one long game rather than levels. In these games, data required for an upcoming level is loaded into memory in the background as the player approaches it, a process known as prefetching.
5
Advantages of levels One advantage is that non-stop action can overwhelm a player if the game does not afford the player points where he or she may rest, and levels break the game up into manageable sections which allow for this. Another advantage is that while a player can usually only complete a game once, they can still achieve a degree of satisfaction each time they successfully complete a level. Side note: Games which do not have levels in the strictest sense usually have some other satisfying objective which can be achieved more than once
6
How to build a level It is very much like making a drawing, painting or print You start with the big shapes and then You add in more detail as the piece gets closer to being finished. Watch as this guy – lays out the big shapes and then adds value and then detail Shapes (structure) > Value(space) > Detail That is how you draw… http://www.youtube.com/watch?v=Tiqs6dSHnwY http://www.youtube.com/watch?v=Tiqs6dSHnwY
7
This looks magical because The artist figured it all out ahead of time – But he went through the same Shapes > Value > Detail stages as the last one. http://www.youtube.com/watch?v=T7v50jh25 j0 http://www.youtube.com/watch?v=T7v50jh25 j0
8
Here are your shapes for level design Structure Time Space
9
Structure The things to think about – Goal – Flow – Duration – Availability – Relationship – Progression
10
Structure: Goal Watch this one on your own http://www.youtube.co m/watch?v=8RC718Ox wEo http://www.youtube.co m/watch?v=8RC718Ox wEo
11
Structure: Flow Watch this one on your own http://www.youtube.co m/watch?v=mGbpx7ecL X0 http://www.youtube.co m/watch?v=mGbpx7ecL X0
12
Structure: Availability
13
Tron http://www.youtube.com/watch?v=lsoEg- gMQ- 0&feature=PlayList&p=37787017345B4FA9&pl aynext=1&playnext_from=PL&index=16 http://www.youtube.com/watch?v=lsoEg- gMQ- 0&feature=PlayList&p=37787017345B4FA9&pl aynext=1&playnext_from=PL&index=16
14
Structure: Relationship
15
Command and Conquer http://www.youtube.com/watch?v=S0JxT5XZ mjI http://www.youtube.com/watch?v=S0JxT5XZ mjI
16
Structure: Progression
17
Progression http://www.youtube.com/watch?v=QhXOWDl ptTs http://www.youtube.com/watch?v=QhXOWDl ptTs
18
Time Authentic Limited Variable Player adjusted Altered
19
Time: Authentic
20
Time: Limited
21
Centipede http://www.youtube.com/watch?v=- wcjwMyUXr4 http://www.youtube.com/watch?v=- wcjwMyUXr4 http://www.youtube.com/watch?v=jxiNm3oe prI http://www.youtube.com/watch?v=jxiNm3oe prI
22
Time: Variable
23
Time: Player Adjusted
24
Time: Altered
25
Space Perspective & camera Terrain & materials Radiosity & effects Scale Boundaries Reality Style – this word is problematic – I would prefer to use aesthetics instead
26
Space: Camera & Perspective Omnipresent
27
Space: Camera & Perspective Aerial (Top-Down)
28
Space: Camera & Perspective Isometric
29
Space: Perspective & Camera Side-Scrolling (Flat/Side View)
30
Space Radiosity & Effects
31
Bioshock They love their cameras, color, radiosity and drama http://www.youtube.com/watch?v=GIGP49ke Qdc&feature=related http://www.youtube.com/watch?v=GIGP49ke Qdc&feature=related
32
Space Terrain & Materials
33
Space Scale
34
Space Boundaries http://www.youtube.com/watch?v=ZaarlDOn Kyk http://www.youtube.com/watch?v=ZaarlDOn Kyk
35
Space Reality
36
Space Style – this word doesn’t work for me: I prefer Aesthetic Choices
37
How do you choose what a thing looks like? http://video.google.com/videoplay?docid=- 6459171443654125383&q=video+art+&ei=5y 4PSJ_rKZXk4AKZ8MiwBA http://video.google.com/videoplay?docid=- 6459171443654125383&q=video+art+&ei=5y 4PSJ_rKZXk4AKZ8MiwBA Form follows function – http://www.humanitiesweb.org/human.php?s=g &p=a&a=i&ID=578 http://www.humanitiesweb.org/human.php?s=g &p=a&a=i&ID=578
38
Aesthetic choices Choice depends on your concept Concept is a derivative of the intersection of – Moment in time when it was created – Place it was created – Expectations of the audience Rothko – http://www.youtube.com/watch?v=oaDokqOsUL4 &feature=PlayList&p=3AD0C3BFFA95E2AA&playn ext=1&playnext_from=PL&index=52 http://www.youtube.com/watch?v=oaDokqOsUL4 &feature=PlayList&p=3AD0C3BFFA95E2AA&playn ext=1&playnext_from=PL&index=52
39
Take Away rather than add http://www.youtube.com/watch?v=tpCWh3IF tDQ http://www.youtube.com/watch?v=tpCWh3IF tDQ
40
Material as well as form follows function http://www.ted.com/index.php/talks/view/id/ 32 http://www.ted.com/index.php/talks/view/id/ 32
41
How a thing looks… Depends on the concept – And then go back and decide the structure? – What type of time does it need? – What type of space is appropriate? Getting in charge of your concept makes all of these fall in line.
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.