Level Design Muhammet Arda KILI Level Design Introduction

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Level Design Muhammet Arda KILIÇ

Level Design Muhammet Arda KILIÇ

Level Design �Introduction �Levels in. Different Games �Components of Level �Elements of Good Level

Level Design �Introduction �Levels in. Different Games �Components of Level �Elements of Good Level �The Process �Who Does Level Design?

Introduction Level design is where all the different components of a game come together.

Introduction Level design is where all the different components of a game come together. In some ways creating a level is like putting together a jigsaw puzzle; to build the levels, the level designer must make use of the game’s engine, art, and core gameplay.

Levels in Different Games The definition of a “level” varies greatly from game to

Levels in Different Games The definition of a “level” varies greatly from game to game. It most commonly refers to the game-world of sidescrollers, first-person shooters, adventures, flight simulators and role-playing games.

Levels in. Different Games �Level Separation How a game is broken down into its

Levels in. Different Games �Level Separation How a game is broken down into its component levels has a huge impact on the flow of the game. �Level Order The designer should know how the order of the levels will affect the flow of gameplay, and should be aware of how moving different levels around will affect it.

Components of Level Action is the most obvious component of the levels for many

Components of Level Action is the most obvious component of the levels for many games. -It is important to understand how much action the level contains. -Are there “breaks” or intermissions between major conflicts? -The level designer must consider how the enemy AI functions and what types of maps will lead to conflicts.

Components of Level Exploration is a major part of many action/adventure games. Instead of

Components of Level Exploration is a major part of many action/adventure games. Instead of just providing a bridge between different action set pieces, if properly designed the exploration can actually be a lot of fun for players.

Components of Level �Puzzle Solving Sometimes progressing in a level involves more than just

Components of Level �Puzzle Solving Sometimes progressing in a level involves more than just finding a path to the next area while killing the adversaries that stand in your way

Components of Level �Storytelling Levels are an integral part of telling a game’s story.

Components of Level �Storytelling Levels are an integral part of telling a game’s story. If aim is to create a story based game, it only makes sense for the game’s levels and the story to work in synergy.

Components of Level �Aesthetics A big part of the level designer’s job is to

Components of Level �Aesthetics A big part of the level designer’s job is to balance appearance with the other requirements of a given level. Too much detailed graphics can result the level running slowly or if the textures on a level isn’t obvious player isn’t able to see where they should or should not be able to go. For this reason the level designer must be fully aware of the level’s appearance will have on the gameplay.

Level Flow -Level flow of games differs from each ohter according to game genre.

Level Flow -Level flow of games differs from each ohter according to game genre.

Elements of Good Levels �Players Cannot Get Stuck �Sub-Goals �Landmarks �Critical Path �Limited Backtacking

Elements of Good Levels �Players Cannot Get Stuck �Sub-Goals �Landmarks �Critical Path �Limited Backtacking �Success the First Timer �Navigable Areas Clearly Marked �Choices

The Process �Step 1. Preliminary -if the gameplay is in aclose-to-final state. -Are your

The Process �Step 1. Preliminary -if the gameplay is in aclose-to-final state. -Are your game mechanics nailed down? -Will more moves for the character be added?

The Process �Step 2. Conceptual and Sketched Outline What sort of challenges will players

The Process �Step 2. Conceptual and Sketched Outline What sort of challenges will players face here? What sorts of environments best facilitate those challenges? How exciting and nerve-racking is the gameplay in this level? Where will players need to be rewarded? What story elements need to be conveyed through the level?

The Process �Step 3. Base Architecture/Block Out Create the base layout with simple graphics

The Process �Step 3. Base Architecture/Block Out Create the base layout with simple graphics �Step 4. Refine Architecture Until It Is Fun Refine architecture untilyour level starts feeling good and navigating it starts to be fun. �Step 5. Base Gameplay Implement the gameplay your level will use.

The Process �Step 6. Refine Gameplay Until It Is Fun �Step 7. Refine Aesthetics

The Process �Step 6. Refine Gameplay Until It Is Fun �Step 7. Refine Aesthetics �Step 8. Playtesting

Who Does Level Design? �one designer, one level �team approach

Who Does Level Design? �one designer, one level �team approach

Thank You

Thank You