Game Development Reference
In-Depth Information
each level. Level design is governed by universal principles as well as principles spe-
cific to the game's genre. In a strategy game, for example, the level design should
reward planning; in a vehicle simulation, the level designer creates levels that test a
player's skill at maneuvering her vehicle. An important aspect of level design is the
actual layout of the level. Different stories require different layouts, but every lay-
out should be designed to enhance the playing experience.
The level design process requires interaction among the game's design team,
including artists, programmers, and the audio team. Attention to detail and a
methodical approach to the steps of level design can help to prevent the kind of
level design pitfalls that will make your game infamous rather than famous.
Design Practice EXERCISES
1. Pick one of the layouts described in the chapter and, using pencil and paper, cre-
ate a sketch of a level layout for a hypothetical first-person shooter. (Your instructor
will tell you the required number of rooms or locations.) Mark in the layout all of
the necessary objects for your level. Mark the starting positions of all the enemies
and where the trigger will be or what action will trigger them. If you include such
things as traps or doors, mark where they are and what triggers change their state.
Mark where supplies such as medical kits and ammunition will be placed. Be sure
to consider the path your player will take, remembering that open spaces are good
for outdoor exploration and that parallel, linear, network, or combination layouts
are good for indoor spaces. Now make one list of all the different kinds of objects
that you think you will need and another list of all of your textures. (Do not forget
floors, walls, furniture, decorations, weapons, and resources such as ammunition
and medical kits.)
2. Choose a game genre that involves avatar travel through the game world and
create the background details (not the layout or placement of objects) of a typical
level in that genre. In four or five pages, describe what your level looks like and
what kinds of things happen in your level. Keep character backgrounds and back-
story, if there is one, to minimal details. Instead, focus on the atmosphere, the look
and the sounds, the actions the player will take, the events the player will experi-
ence, and the motivation(s) that keep the player engaged. Be sure to document
what features will set the mood and pace.
3. In four or five pages, explain a tutorial level of an existing game that you have
played. How does the player learn the character's moves and capabilities?
Remember universal principles and keeping the player interested enough to actu-
ally want to play the game. Do the player's skills build on each other, or are they all
separate actions? Does the player get to customize his avatar, and if so, how? What,
if anything, did the game leave for the player to discover on his own?
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