Introduction to Level Design C. Morris - 2013 Introduction to Level Design What is Level Design?

Download Report

Transcript Introduction to Level Design C. Morris - 2013 Introduction to Level Design What is Level Design?

Introduction to Level Design
C. Morris - 2013
Introduction to Level Design
What is Level Design?
Introduction to Level Design
Lode Runner: Brøderbund – 1983
Half-Life: Valve Corporation – 1998
Dishonored: Arkane Studios – 2012
Introduction to Level Design
Game Design vs Level design.
Game Design – Defining the rules and content of a game.
• Not limited to computer games – e.g. Poker.
• However, some games demand a defined play space.
Level Design – Fills the gap between the rules, and gameplay.
• "Level Design is where the rubber hits the road.“ - Jay Wilbur.
• Creating engaging experiences for the player, and telling the game’s
story.
• Applied Game Design.
Introduction to Level Design
What does a Level Designer Do?
Introduction to Level Design
Level Production vs Level Design.
Level Production – Building the game space.
• Application of technical skill.
• Final stage of development, once design is functionally complete.
Level Design – Designing the game space.
• Defining the players’ experience.
• Controlling non-gameplay elements.
• Marrying the science and art of games.
Introduction to Level Design
A note about level editors and engines.
"Which engine should I learn in order to become a level designer?"
• Level Design is more about designing the space than producing it.
• Design skills are applicable to any engine or editor.
• Technical skills are extremely useful, if not required.
• Learn the tools you’re comfortable working with.
Introduction to Level Design
A Simple Box.
• Not just “the act of defining the space in which a game is played”.
• The player’s interaction with the game’s rules is primarily via the level.
• Gives the level designer a wide scope, but lots of responsibility.
Introduction to Level Design
Example - Portal: Valve Corporation – 2007
What do we learn from this level?
Introduction to Level Design
Example - Portal: Valve Corporation – 2007
What do we learn from this level?
• Progress from the entrance, to the exit.
• Overcome any obstacles between you and the exit.
• Tools will be provided to assist you.
• Buttons respond to weight.
• Exit door opens when the button is depressed.
• Connected objects are visually linked.
• Cubes can be moved.
• Cubes are heavy enough to trigger the button.
• Progression is rewarded by more content, and an audio prompt.
• And more ...
Introduction to Level Design
Designer teaches the player the rules of the game.
• Designer sets up scenarios to teach the player a game rule.
• Player is then tested to ensure they have grasped rule.
• Designer establishes understanding with player.
• Rule can then be applied throughout future levels.
• It can also be modified/made more complex later.
• Disregarding this understanding risks disenchanting the player.
Introduction to Level Design
Bringing it to life.
Level Structure – Minute-by-minute interaction between the player,
the game rules, and the environment.
• Centred on concept derived from game element.
• Includes elements that effect gameplay.
• Physical space, pacing, difficulty curves, rewards, etc ...
• 3 basic structures: Linear, Semi-Linear and Non-Linear.
Introduction to Level Design
Linear Structures.
Start
Event
Event
• Player progresses from one event to the next.
• Highly controlled.
• Can detach player from action.
• Often used in puzzle games.
Event
End
Introduction to Level Design
Semi-Linear Structures.
Event
Start
Event
Event
Bottleneck
Event
Event
End
Event
• Gives the player more freedom.
• Level designer remains in control.
• Control applied via bottlenecks- areas where the player’s choice is limited.
• Bottlenecking ensures player has freedom, but does actually progress.
• Can be badly implemented. Beware of bottlenecks too far apart, or too close
together.
• Player actions must be treated equally.
Introduction to Level Design
Non-Linear Structures.
Start
• Series of challenges for player to complete, or experiences to have.
• No real supporting structure to shape events.
• Players are in almost total control over their own experience.
• They can develop their own gameplay around events set out by designer.
• Players likely to blame their own poor choice, rather than level’s poor design.
• Can be broken easily.
Introduction to Level Design
Level Narrative – The level’s story.
• Developed alongside structure.
• Defines level’s setting, characters, context within plot.
• Collaborative effort including design, art, and programming teams.
• Narrative Structure can be similar to those found in other media.
• E.g. 3 act model, Freytag's five part dramatic structure .
Introduction to Level Design
A range of skills.
Scripting – Using programming to control elements within the level.
• Includes: integrating AI, controlling player access (doors, lifts etc), inengine cut-scenes, etc.
• Rudimentary knowledge of programming, including some programming
languages, is an expected skill.
Asset Creation – Using external applications to create visual elements
of the level.
• Includes: meshes, textures, materials, shaders, etc.
• Knowledge of a 3D application (e.g. 3D Max, Maya) is extremely useful.
• Environmental Artists are skilled at creating assets specifically for levels.
Introduction to Level Design
What these skills give you.
• Common language to better communicate with other departments.
• More agency, allowing for faster iteration.
• A better understanding of the impact your decisions have for other
departments.
Introduction to Level Design
Some Tips.
• Evaluate your own work – Step back and review your work from time to time.
• Seek peer critique – Get feedback from fellow designers.
• Keep an R&D library – Reference images relevant to your level.
• Frame-rate is god – Keep it playable, but push the engine as far as you can.
Introduction to Level Design
What tools do Level Designers use?
Introduction to Level Design
Design Tools.
Physical Tools
• Pen and Paper – For notes and diagrams.
• Level Design Document – A formal write up of the design, including
elements required from other departments, diagrams and layout plans.
Introduction to Level Design
Techniques .
• Layout – The physical space of your level. Informed by the structure and
narrative.
 Pickups – Place carefully. Can be used to control the player’s
movement, and can be used in combination with other techniques.
• Pacing – Linked to level structure, controls speed and intensity of the
experience.
• Controlled Freedom – Illusion of choice, giving multiple options that
lead back to the same outcome. Handle with care.
• Risk incentive – Get player to value reward, vs the risk in acquiring it.
Can empower the player, and divert frustration due to failure.
Introduction to Level Design
•Resource Control – Managing the player’s resources to keep gameplay
stimulating.
• Doubling back – Reusing the same level multiple times, with changes.
Or, giving access to a previously inaccessible but viewable area.
• AI – Support the AI. Create gameplay that makes it shine while hiding its
failings.
• Audio and visual prompts – Helps to control the player’s navigation
through the level and the level’s flow. Can also add to, or even create, the
narrative and setting. Good examples: Bastion & Dishonoured.
Introduction to Level Design
Production Tools.
• Engine SDKs – Lots of control, largely similar in functionality.
(Unreal Development Kit (UDK), Hammer, CryEngine Sandbox, and The Skyrim Creation Kit.)
• 3D applications – For creating meshes, and possibly entire levels.
(3D Studio Max, Maya, Blender.)
• Image Editors – For creating textures and documentation diagrams.
(Photoshop, Paintshop Pro, Gimp.)
Introduction to Level Design
In closing.
Introduction to Level Design
Further reading.
Design
• Architecture: Space Form and Order - Francis D. K. Ching
A good grounding book for architectural principles for both
high level design and fine details. Good for beginners and
reference.
• Level Design: Concept, Theory & Practice - Rudolf
Kremers
Outlines level design principles as concept, theory and then
example. Good for beginners and reference.
• The Art of Game Design: A Book of Lenses - Jesse Schell
Useful game design knowledge.
Introduction to Level Design
Production.
• 3dBuzz.com
Video tutorials. Large library covering applications used in level design and
game development.
• eat3d.com
Another video tutorials site, similarly large library.
• polycount.com
3D art and asset creation forum, includes a wiki of hints and tips.
• gamasutra.com
Has interesting articles about level design, and game development in general.
Introduction to Level Design
Questions?