Chapter 12 Level Design What is level design? Separate from game - - PowerPoint PPT Presentation

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Chapter 12 Level Design What is level design? Separate from game - - PowerPoint PPT Presentation

Chapter 12 Level Design What is level design? Separate from game design Consists of not only making the physical level but also of placing objects, designing triggers, controlling atmosphere effects, and creating audio effects


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SLIDE 1

Chapter 12

Level Design

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SLIDE 2

What is level design?

  • Separate from game design
  • Consists of not only making the physical

level but also of placing objects, designing triggers, controlling atmosphere effects, and creating audio effects

  • Definition: “The creation of levels—locales,

stages, or missions– for a video or computer games”

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SLIDE 3

What is level design?

  • The space in which a game takes place

– Using the appropriate 2D or 3D modelling tools to specify the space

  • Initial conditions of the level

– The starting conditions of a level including bot placement, starting resources and etc..

  • The set of challenges the player will face within

the level

– Constructing the sequence of challenges for the player

  • The termination conditions of the level
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SLIDE 4

What is level design?

  • The interplay between the gameplay and

the game’s story

– Construct the game so the style of gameplay is coherent with the background or story – E.g. Rome: Total War

  • The aesthetics and mood of the level

– Tone and mood of the level

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SLIDE 5

Universal level design principles

  • Include tutorial levels
  • Vary level pacing
  • Provide adequate resources
  • Avoid conceptual non sequiturs

– Game design principle: Harmony

  • Explain the short term player objectives

– Long-term goals may be hidden but players should be told what is the next goal

  • Explain risks, rewards and consequences of

decision

– Learn by death is considered bad design

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SLIDE 6

Universal level design principles

  • Rewards should be given for skill, imagination,

intelligence and dedication

  • Motivate with large rewards rather than harsh

punishment

– Harsh punishment discourages the audience from playing

  • The foreground takes precedence over the

background

  • Bots are supposed to challenge the player and

then lose

– No unbeatable levels

  • Multiple difficulties encourages a wider audience
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SLIDE 7

Genre specific level design

  • The design of the level is heavily dependant on

the genre of the game

  • Action:

– Pay close attention to game pacing – Action game tend to be highly stressful so design areas of rest as well as areas of action

  • Strategy:

– Give players areas that give an advantage for proper planning – Create level so it can reward players for anticipating enemy actions

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SLIDE 8

Genre specific level design

  • Role-playing games:

– Incorporate areas for character growth

  • Sports games:

– Model the levels to closely resemble the real world

  • Vehicle simulations:

– Provide levels to test player steering ability

  • Construction and management simulations

– Offer interesting goals and limitations

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SLIDE 9

Genre specific level design

  • Adventure games:

– Harmonize level challenges with physical location and story events

  • Artificial life games:

– Add many environment interaction

  • pportunities for the creatures
  • Puzzle games:

– Give players time to solve the puzzle

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SLIDE 10

Layouts

  • Open layouts:

– Generally unconstrained movement – May have areas accessible only in a linear fashion – E.g. Battlefield 1942

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SLIDE 11

Layouts

  • Linear layouts:

– The most common layout – Involves a sequence of areas in which the player may only go back or forward – If the level prevents the player from going backwards make sure the player has the necessary items before passing the boundary – E.g.?

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SLIDE 12

Layouts

  • Parallel layouts:

– Parallel layouts are a variant of linear layouts – Different paths may be chosen by the same goal is reached – Many players explore all paths anyways if the game permits – E.g.?

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SLIDE 13

Layouts

  • Ring layouts:

– The level eventually returns to its start – May include shortcuts – E.g. Racing games

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SLIDE 14

Layouts

  • Network layouts:

– Spaces connect to each other in a variety of ways – Enjoyment can be derived from learning the layout – Overall network layouts make story telling with a specific sequence of events difficult – E.g.?

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SLIDE 15

Layouts

  • Hub-and-spoke layouts:

– Player begins at central hub and should feel safe while in the hubs – Each spoke offers a linear set of challenges and should offer methods of quick – The hubs should offer some choice to the player but may deny the player access to certain spokes at any given time

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SLIDE 16

Layouts

  • Hub-and-spoke

layouts:

– E.g. Metroid Prime 2: Echoes

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SLIDE 17

Layouts

  • Combinational layouts:

– Involves combining several types – For example a game may work in an overall linear fashion however individual levels can be completed in many different orders – Common layout in RPGs and Adventure games – E.g.?

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SLIDE 18

Atmosphere

  • Lighting

– Chose lights that fit in with the area and mood of the level

  • Color palette

– Color reflect the mood of the level

  • Weather and atmospheric effects
  • Special visual effects

– Extra visual to enhance the feeling of the area

  • Music

– Compliments the pacing of the level

  • Sound effects

– Ambient effects set better set the player in the environment – Special audio effects can convey important information

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SLIDE 19

Progression

  • Mechanics
  • Experience duration
  • Ancillary rewards and environmental

progression

  • Practical gameplay rewards
  • Difficulty
  • Story progression
  • Character growth
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SLIDE 20

Pacing

  • Depends heavily on the genre
  • Generally the pacing should be varied
  • Rest is as important as action

– Kinect and Wii gameplay

  • Pacing should overall follow the genre
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SLIDE 21

Tutorial Levels

  • Virtually mandatory in modern games
  • Introduce the game’s features in an ordered

sequence of increasing frequency of use

  • Explain features or interface one at a time
  • Highlights and distinctive queues help direct

player to features

  • Allow stress free areas for the player try things
  • It is a good idea to make tutorial levels optional
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SLIDE 22

Level design process

  • Game design to level design handoff

– Think of ideas for the major elements of the level like mood, events and key gameplay activities

  • Planning phase

– Gameplay

  • Level considerations like layouts, pacing, goals, resource

placement, player starting and end points, NPC positions, elevations, secret areas, special events, landmarks, destructible terrain, story events, and save points

– Artwork – Performance – Code

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SLIDE 23

Level design process

  • Prototyping

– Make a rough but functional level – Audio, final models and AI usually is not needed

  • Level review

– Does the level fit in with game?

  • Lock Down

– The level is satisfactory and no more major changes will be allowed

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SLIDE 24

Level design process

  • Art handoff

– Let the artist make the level and objects look good

  • Final art
  • Content integration

– All the assets come together to make finished but not yet tested level

  • Bug fixing
  • User testing and tuning

– Formal in house testing and testing by end users to ensure quality

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SLIDE 25

Pitfalls

  • Get the scope right:

– Design with remembering the resources and time available

  • Avoid conceptual non sequiturs

– Aka avoid doing things that don’t make sense – E.g. James Bond: Tomorrow Never Dies starts by facing the player against many enemies with only a pistol. Oil barrels may be blown up to kill enemies and find health

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SLIDE 26

Pitfalls

  • Atypical levels should be optional

– These strange levels can cause the player to become unattached from the game world and even stop player progression

  • Don’t show the player everything at once

– A game is significantly less entertaining once everything has been experienced

  • Remember your audience!

– The levels should appeal to your audience

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SLIDE 27

Level failures

  • ET- http://www.youtube.com/watch?v=-3-

2JTkVTyA

  • Superman 64 -

http://www.youtube.com/watch?v=Ur25KP061P E

  • Big rigs -

http://www.youtube.com/watch?v=Q4mJhOWao- s

  • Half-life 2 -

http://www.youtube.com/watch?v=O6MWzKe1N wQ&feature=related

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SLIDE 28

Level failures

  • SWBF 2 -

http://www.youtube.com/watch?v=GBFgPArm3r 4

  • Wow -

http://www.youtube.com/watch?v=y0td2i0NI-s

  • Counter-strike -

http://www.youtube.com/watch?v=swvLJ_DcXP A

  • Doctor hasega –

http://www.youtube.com/watch?v=sW9xeSxAwV 4

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SLIDE 29

Level failures

  • TF2 -

http://www.youtube.com/watch?v=qgGUx RKOzfo

  • Halo 2 -

http://www.youtube.com/watch?v=X81mda euyQ8

  • Mario -

http://www.youtube.com/watch?v=Huy6Ue wpyUI