Title: Level Design
1Level Design
2Level Design
- Good level design combines several elements to
form a compelling world in which the game is
played. - Modeling, lighting, animation, and artwork.
- Music and sound effects.
- Architectural and environmental design.
- Enemy and obstacle placement.
- If a game level is designed well, these will fit
together seamlessly. - If not, the game will suffer as a result.
3Level Design
Screen shot from the Warcraft III level editor.
Tools like these are used to combine the various
level elements together to produce a smooth and
seamless level.
4Types of Levels
- Before designing a level for a game, it is
important to know what type of level is needed
for the game. - In many cases, this depends on where the level
fits into the overall structure of the game and
the role that the level is to play within the
game. - There are many types in the end
5Types of LevelsStandard Levels
- Standard levels are used to contain the typical
gameplay of a game and are used to contain most
of the story of the game. - Consequently, these levels make up the majority
of a games levels. - Usually, around 90 of a games levels are
standard levels, while the rest are special
levels of one of the other types.
6Types of LevelsStandard Levels
Screen shot from Halo 2. This is one of the
standard levels near the beginning of the game.
7Types of LevelsHubs
- Hubs do not have the same gameplay model as
standard levels. - Hubs are levels that tend to be used to connect
other levels together. - Consequently hubs can have multiple entry and
exit points, although not all need be accessible
on the first visit to the hub. - Typically, players can return to hubs multiple
times throughout a game for some purpose.
8Types of LevelsHubs
- In addition to connecting levels together, hubs
can serve other purposes as well. - They can provide safe zones for players.
- They can provide gameplay elements for player
maintenance (training, equipping, receiving
missions, healing, and so on). - Not all games have hub levels.
- They tend to be more common in RPGs, adventure
games, and some action games.
9Types of LevelsHubs
Screen shot from Lego Star Wars. Dexters Diner
serves as a hub levelthat connects other levels
together, acts as a safe zone, and
providesplayer maintenance facilities too.
10Types of LevelsHubs
Screen shot from Oddworld Strangers Wrath.
The town is a goodexample of a hub level, with
safety, player maintenance, andquest assignment
possibilities.
11Types of LevelsHubs
Screen shot from We Love Katamari. This is the
hub level for the gameand it is uh a little
on the different side.
12Types of LevelsBoss Levels
- Obviously, boss levels are levels that contain
game bosses, and consequently are climax points
within a game. - Whether they be bosses, mini-bosses, orthe final
boss of the game. - Boss levels are often designed around the boss
in question. - This includes how the boss attacks, and how the
boss can ultimately be defeated.
13Types of LevelsBoss Levels
- Boss levels provide a break from the standard
levels in a game. - Typically cover a lot less territory thanthe
standard levels. - Can also have different gameplay mechanics.
- Boss levels also typically trap or otherwise
contain the player so thatthey cannot escape the
area. - At least not until they defeat the boss
14Types of LevelsBoss Levels
Screen shot from God of War. While cramped, the
boss level for thefinal fight with the Hydra was
designed well around the experience.
15Types of LevelsTutorial Levels
- Tutorial levels are typically among the first
levels seen in a game. - Their purpose is to teach the player the
fundamental skills involved in the game. - They are relatively short compared to standard
levels, focusing on the training of the player
and little else. - Tend to contain relatively simple challenges and
obstacles.
16Types of LevelsTutorial Levels
- Tutorial levels can be among the more difficult
ones to design properly. - They must teach the player multiple new skills in
a short amount of time, as you do not want the
player delayed from getting into the rest of the
game. - At the same time, the training scenarios must be
spaced out and paced so that the player is not
overwhelmed by too much at once. - They must somehow fit into the rest of the levels
in the game smoothly, and must not seem out of
place in comparison, which can be hard,
especially when you must consider the player
might skip them.
17Types of LevelsTutorial Levels
Screen shot from Psi-Ops The Mindgate
Conspiracy. This game featuresmultiple tutorial
levels, each teaching a different gameplay skill.
Theseare nicely integrated as memories
recovered as the game progressesto teach the
relevant skills as they are needed.
18Types of LevelsBonus Levels
- Unlike other levels that can be critical to the
completion of a game, bonus levels are optional
and not required for game completion. - Typically, bonus levels are given as rewards to
players for some kind of extra effort in the
game. - In some games, however, bonus levels are
sprinkled throughout the game and are accessible
without extra effort.
19Types of LevelsBonus Levels
- Bonus levels also provide a break from standard
levels. - They can be shorter and use much different
gameplay than standard levels. - Completing a bonus level might provide a further
reward, like a special weapon, item, and so on,
depending on the game. - Bonus levels should be the lowest priority on any
project, and are one of the first things cut if
time runs short.
20Types of LevelsBonus Levels
Screen shot from Mario Bros. This is a bonus
level in which the playermust grab as many coins
as possible before time runs out.
21Where to Begin?
- As a level designer, you must keep in mind the
premise and flow of the game. - Before beginning work on a level, consider why it
is there in the first place. - What type of level is it?
- What function does it fulfill in the grand
schemeof things? How does it relate to other
levels? - Does it introduce a new character, weapon,
monster, or skill to play the game? - How does it advance the story of the game?
- When does it show up in the game?
- Is it part of a single player or multiplayer game?
22Where to Begin?
- With those considerations in place, it is time to
select the single idea as the focus of the level. - It can be a gameplay idea, based around some
activity that must be completed. - It can be a visual idea, based around how the
level will look and feel. - It can be a gimmick idea, based on some
interesting concept to be used in the level. - Whatever the idea, it must become the unifying
theme for the level. - If there are too many ideas, it loses focus and
the player becomes confused instead.
23Where to Begin?
Screen shot from Unreal Tournament. The single
premise of this level a castle on an island
floating in space.
24Where to Begin?
- Although each level has a single focus, ensure
there is variety from level to level. - Change type of objectives, obstacles, setting,
mood, enemies faced, and so on. - Without changes from level to level, the user
will quickly become bored and disinterested in
the game, as each level just provides more of the
same.
25Where to Begin?
- Each level should be planned out in great detail
in advance. - Do this on paper to allow for more iterations and
more refinements in less time. - This includes textual descriptions, sketches,
maps, models, photographs from real world
locales, and whatever else is need. - Do not go to the computer and level tools until
you have a really good idea on what exactly to
build.
26Designing the Level
- When actually designing a level, there are three
main factors to consider. - The spatial or physical characteristicsof the
level. - The temporal characteristics of the level.
- The interplay between the levels designand the
gameplay that is contained within the level.
27Spatial Characteristics
- Spatial characteristics include the physical
elements of the game environment. - It is important to ensure that these elements are
well thought as they not only affect the look and
feel of the game, but can also affect the
gameplay in the level. - More on this soon
28Spatial CharacteristicsPerspective
- There are a wide variety of perspectives that can
be used to view the levels inthe game world. - This can affect how levels are constructed and
where attention to detail should be focused in
the level. - First person perspective
- The game is viewed from the perspective of the
player character in the game world.
29Spatial CharacteristicsPerspective
Screen shot from F.E.A.R. This first person
title is known forits spectacular visuals and
effects.
30Spatial CharacteristicsPerspective
- Third person perspective
- In this perspective, the player character is
visible on screen, and the game world is viewed
through some other camera observing the scene. - This can be from an over-the-shoulder
perspective, or from fixed cameras withinthe
scene recording the action.
31Spatial CharacteristicsPerspective
Screen shot from Devil May Cry 3. In this game,
you get a thirdperson perspective to view all
the action.
32Spatial CharacteristicsPerspective
- Specific third person perspectives
- Omnipresent Provides the ability to view all
over the game world, usually from above, with
great control over the cameras position. - Isometric The player can look slightly across
the landscape at a 30 to 45 degree angle to be
involved in the action. - Top-down The game is viewed straight from
above, possibly with some form of scrolling. - Side-view The game is viewed from the side,
possibly with some form of scrolling.
33Spatial CharacteristicsPerspective
Clock-wise, from top leftBlack White
2(omnipresent), Starcraft(isometric), Metal
Slug (side-view), and1942 (top-down).
34Spatial CharacteristicsPhysical Layout
- The physical layout of a level will be heavily
influenced by its gameplay type. - Single player levels should create a flow that
leads the player from goal to goal. There should
be a linear flow of nonlinear areas, perhaps with
branches to the flow. - Multiplayer levels should be more open, but
simpler so the player does not get lost. There
should be no safe places, but perhaps some hard
to reach ones.
35Spatial CharacteristicsPhysical Layout
Screen shot from Unreal Tournament 2004. The
Gael level is nice and open. Throw in some rocket
launchers and some friends, and its good times!
36Spatial CharacteristicsInterior versus Exterior
- Interior spaces often work differently in games
than exterior spaces. - In essence, an interior space is a space with a
ceiling constrained by walls. - Interior spaces also tend to be smaller, more
confined, and easier to control. - Exterior spaces tend to be more open, with the
player able to see much farther. - Consequently, interiors tend to have more details
than exteriors, in which detail must be used with
great care and a lot of consideration. - These issues can limit the gameplay elements and
design decisions for both types of area.
37Spatial CharacteristicsInterior versus Exterior
Screen shot from Resident Evil 4. This game
featured a good combinationof interior and
exterior locales in its world.
38Spatial Characteristics Materials and Terrain
- In game levels, there are two types of
structures man-made and organic. - Man-made structures are not naturally occurring,
constructed from a variety of materials like
concrete, brick, metal, glass, wood, and so on. - Organic structures are the terrain of the game
world, composed of water, earth, rock, sand,
plant-life (like grass and trees), and so on.
This also includes what is visible in the sky in
exterior levels, like clouds, and so on. - Both types of structures can influence the
overall look and feel of a game.
39Spatial Characteristics Materials and Terrain
Screen shot from Far Cry. This level has lots of
lush terrain, withplenty of organic elements to
it. Nicely done.
40Spatial CharacteristicsScale
- The scale of the game includes the total size of
physical space and relative sizes of objects in
the game. - For realism, it is best to scale most objects to
accurately reflect their size in the game. - Scale exaggeration might be necessary to make
sure elements of the game are harder to miss, or
easier to manage or manipulate. - Scale distortion might also be necessary to make
traversal of the world quicker and easier to the
player.
41Spatial CharacteristicsScale
Screen shot from Civilization IV showing scale
exaggeration. Either that,or we dont stand a
chance against those giant Americans!
42Spatial CharacteristicsBoundaries
- Since a game cannot contain a limitless, infinite
world, developers have to provide some boundaries
to the levels they create. - At the same time, these boundaries must make
sense when they are visible in the context of a
game, or else player immersion might be lost. - Boundaries can include locked doors, walls,
impassable mountains, thick vegetation, and so
on, depending on the game, of course. - Some games do not contain boundaries, but have a
game world that is wrapped around itself.
43Spatial CharacteristicsBoundaries
Screen shot from Mercenaries. This game took an
interesting approach toboundaries. The playable
game world was bounded by forbidden zones.
Ifyou strayed into one for too long, death was
surely on its way
44Spatial CharacteristicsStyle
- The style of a level influences its structure and
also its appearance. - This includes
- The architecture of man-made structures.
- The layout of terrain elements.
- The placement and types of objects tobe found in
the levels. - The colouring, texturing, and shading of
everything in the level.
45Spatial CharacteristicsStyle
Screen shot from Red Ninja End of Honor. This
game captures the architecture and appearance of
feudal Japan in its levels quite well.
46Spatial CharacteristicsLandmarks
- Visually distinctive landmarks should be provided
to help orient the player as they navigate the
level. - Landmarks can be anything in the level as long as
it is unique. - Usually, landmarks are memorable either by size,
position, or appearance. - Landmarks can also be the focal points for levels
as well, so make them interesting and evoke
emotion from the player.
47Spatial CharacteristicsLandmarks
Screen shot from Halo. Beautiful scenes with
distinctive landmarks are the norm in levels in
this game.
48Spatial CharacteristicsConsistency
- The look of a level should be consistent.
- Although larger levels can contain a series of
smaller locations that look different, each
location should be consistent within its
boundaries. - This to again promote immersion.
- Levels should also be consistent with other
elements of the game. - With the games story, with its characters, and
so on.
49Temporal Characteristics
- We have already thought of time in games in
terms of real-time versus turn-based games. - We can also think of time in the context of
real world or wall clock time. - In the end, time in levels of the game world can
pass slower, faster, or not any different than
time in the real world. - In some games, time does not pass at all, at
least until the player does something.
50Temporal CharacteristicsAuthentic Time
- Some games try to portray time authentically and
use the passage of time as a gameplay mechanic
in the game world. - In some cases, time is synchronized with time in
the real world or something else like the
presence of light to track time passage. - In other cases, time is not synchronized but
still plays an important and authentic role in
various elements of the game.
51Temporal CharacteristicsAuthentic Time
Screen shots from Boktai. This interesting game
for the Game Boy Advancefeatures a light sensor
and a real-time clock, both of which play into
thegame in a variety of ways. Certain levels
and level characteristicschange depending on the
presence of sunlight or the time of day, for
example.
52Temporal CharacteristicsAuthentic Time
Screen shot from Nintendogs. Time in the game
world is kept in sync withtime in the real
world. So, you can walk your dog during the day
or nightdepending on the time in the real world.
Fortunately, all the stores are open24 hours
for those of us playing late at night!
53Temporal CharacteristicsAuthentic Time
Screen shot from Prisoner of War. Time in the
game world was not in syncwith the real world,
but did play an authentic role in the game. For
example,a missed roll call in the morning or
evening would bring out a search party.
54Temporal CharacteristicsLimited Time
- Even when time is not authentically represented
in a game world, it still might affect gameplay
in its levels. - If a player can do the same things at night as
during the day in the game world, game time feels
very artificial. - Instead, sometimes the player is given a limited
amount of real-world time to accomplish something.
55Temporal CharacteristicsLimited Time
Screen shot of the Legend of Zelda Ocarina of
Time. At night time duringthe game, some
characters are not around and certain places are
closed. Plus, monsters roam the wild at night
too
56Temporal CharacteristicsVariable Time
- If time is significant, time in the game world
tends to run faster than in reality. - Time also tends to jump around in many games,
skipping over or completely cutting out periods
when nothing interesting is happening. - Instead of skipping or cutting out these
elements, other games speed up time to accelerate
through them.
57Temporal CharacteristicsVariable Time
Screen shot from Grand Theft Auto III. After a
hard days work and youneed to save your game,
several hours pass in the game world, presumably
while your character rests. This rest sequence,
however, is skipped,and you can resume the
action with no time passage in the real world.
58Temporal CharacteristicsPlayer-Adjusted Time
- In many games, players have the chance to modify
the game time associated with game levels. - In sports games, the player can adjust the length
of periods, quarters, and so on. - In fighting games, you player adjust the amount
of time per round. - In some simulations, the player can control the
rate at which time passes. - But, this cannot be done in all games.
59Temporal CharacteristicsPlayer-Adjusted Time
Screen shot from NHL 2006. Like most versions of
this game over the years, this edition allows
players to adjust the length of periods in a game
and controlthe passage of time to create as long
or short an experience as they want.
60Temporal CharacteristicsAltered Time
- Several games incorporate altered time as a
gameplay mechanic. - In these games, time can be slowed down, frozen,
reversed, repeated, and so on. - This allows for interesting interactions with
elements in the various levels ofthe game world.
61Temporal CharacteristicsAltered Time
Screen shot from Max Payne. With its
revolutionary bullet time, you canhave John
Woo style animations with slow motion action,
bullets zippingover your head, and so on. Just
like the movies!
62Temporal CharacteristicsAltered Time
Screen shot from Blinx The Time Sweeper. This
game had revolutionarycontrol over altering time
elements, with rewind, fast forward, slow down,
and replay controls. Very interesting.
63Temporal CharacteristicsAltered Time
Screen shot from Viewtiful Joe. This stylish
action game had a varietyof interesting controls
to let the player alter the flow of time.
64Temporal CharacteristicsAltered Time
Screen shot from Full Auto. This racing game on
steroids includes aninteresting unwreck
feature to rewind time to avoid potentiallynasty
situations in a second lease on life.
65Gameplay
- Some designers underestimate the impact level
design can have on gameplay. - If this is not considered, level design could
have an adverse and unintended impact on the way
the game is played. - With care, however, level design can reinforce
and augment the design goals of the game as a
whole.
66GameplayGoals
- Make sure the player knows the goals and
objectives to complete in each level. - Give them a cut scene or scripted action.
- Provide an easily accessible mission screen.
- The players should be given some way of measuring
their progress and success within a level as
well. - The design of a level should also reflect the
goals the player is to complete.
67GameplayGoals
Screen shot from Warcraft III. A quest is
assigned. Notice how a map of the level is
available, as well as a quest listing to keep
goals clear.
68GameplayObstacles
- With goals in place, obstacles must be created to
prevent the player from easily achieving those
goals. - Simple roadblocks
- These obstacles slow the player down and add to
player interaction with the game world to spice
up the experience. - These obstacles can also enhance other obstacles,
making them more interesting or challenging. - Examples include locked doors, pits to jump over,
barriers to smash through, and so on.
69GameplayObstacles
Screen shot from Super Mario 64. This game
contained a varietyof simple roadblocks, from
gaps to jump, fences to hurdle, blocks tosmash
open, and so on.
70GameplayObstacles
- Enemies
- Games that involve combat will have enemies that
either need to be defeated or avoided to reach
the games goals. - Enemies can vary in size, movement (speed, method
of movement), and attack style. These factors
must be taken into consideration in level design
to accommodate the enemies within. - Each level should likely only introduce one or
two new types of enemies at a time. The number
of enemy types can be limited, and players like
to see variety throughout the game.
71GameplayObstacles
Screen shot from Quake II. Levels were designed
very well consideringthe capabilities of
enemies, and enemy variety was introduced in a
staggeredfashion so there was always something
new to face in each level.
72GameplayObstacles
- Traps
- Traps are obstacles that can ensnare or do damage
to the player that are part of the environment in
the game world. - Traps can include hidden pits, closing walls,
falling objects, and so on. - The use of traps can heighten tension, fear, and
apprehension in a game level, and can be
effective in controlling the flow and adrenaline
of the player.
73GameplayObstacles
Screen shot from Aztec. This classic game for
the Apple II and Commodore 64 featured some
really excellent classic traps. This includes
the room filling with water (shown above), walls
closing in on you, explosives rigged in boxes,
and many more!
74GameplayObstacles
Screen shot from Trapt. In this quirky and
interesting game, insteadof getting caught in
traps, you were usually the one setting them.
Unless,of course you got caught in your own
traps
75GameplayObstacles
- Puzzles
- Puzzles are obstacles that require some
brainpower to solve and remove. - Puzzles can provide a break in action in games by
shifting to a different form of gameplay. - Sometimes this is good, but sometimes puzzles do
not fit in with the game either. - Since puzzles can be a key element to a game, we
will take a closer look at them later.
76GameplayObstacles
Screen shot from Lemmings Revolution. This game
is all about the puzzle,with many interesting
levels designed around the whole Lemmings theme.
77GameplayObstacles
- Levels must be designed with their obstacles in
mind. - The obstacles must fit with the setting and
styles used in the level. - The obstacles must be easily identifiable from
other level background. - Clues to obstacles should be given in the level
in advance. - The amount of foreshadowing, or number of clues
can help to determine difficulty.
78GameplayObstacles
Screen shot of Rune. Clues to traps can help the
player avoid situations like this one.
79GameplayStructure and Progression
- Ease the player into each level and build up the
difficulty as they go along. - Build conflict in a series of ascending arcs.
- Give hints and teases of what is to come.
- Vary the pace of action in the level.
- Some frantic periods of action.
- Some exploration time.
- Some safe time when the player can take a
breather, think, and absorb the situation. - Make sure there is enough to do!
- Do not let the player get bored. Ensure there
are enough challenges to keep the player occupied.
80GameplayStructure and Progression
Screen shot from Oni. This is an action shot
from late in the game, but there are plenty of
stealthy moments and breathers as well.
81GameplayStructure and Progression
82GameplayFlow Control
- Good level design will control the flow of action
in the game. - Must contain the player until they have
accomplished what they need to do, and then
channel them off to their next challenge. - Must prevent the player from returning to the
area if that is not desired. - Containing the player can be difficult when
freedom is given to provide nonlinearity. - Create natural barriers that are removed as a
by-product of the player achieving goals. - Create choke-points in the level geometry that
cannot be passed until an obstacle is overcome or
a certain enemy is defeated.
83GameplayFlow Control
- Closing off areas can be necessary for many
reasons - Better management of resources.
- Reducing player paranoia.
- There are many ways to accomplish this.
- The simplest is the creation of a one way barrier
that prevents the player from going back once it
has been crossed. - Remember that your player can try to do the
unexpected. - Play testing again is needed to ensure that game
flow is being controlled properly.
84GameplayFlow Control
Screen shot from Rune. Rune does a good job of
directing the player, enforcing the completion of
goals, and blocking off return to completed areas.
85GameplayDuration and Availability
- Game levels should neither be too short nor too
long to play through. - A good rule of thumb is that a player should be
able to complete at least one level of a game in
a single session. - Can range from 15 minutes to a couple of hours,
depending on the game and audience. - If your level is going to for long play sessions,
be sure to provide milestones of achievement on
a regular basis.
86GameplayDuration and Availability
- Be prepared to provide sufficient levels to
cover all of the gameplay goals of the game being
created. - You also want to provide enough content that the
player feels satisfied after finishing the game. - A side issue is to also consider how many levels
will be accessible to the player at once one at
a time or many?
87GameplayDuration and Availability
Screen shot from Super Monkey Ball Deluxe. In
traditional play mode, mostof the levels were
short, but there sure were a lot of them to
makeup for it! Very satisfying in the end!
88GameplayDegree of Difficulty
- A level should not be so hard that only an expert
can make it through. - Challenge is good.
- Even a little frustration is good.
- Dying again and again for no reason is not.
- How can you satisfy the challenges of all
different types of players? - Multiple kinds of challenges at different levels
of difficulty must be built into each level. - No one is offended by challenges that do not suit
themselves, as long as there are some that do.
89GameplayDegree of Difficulty
- You should design multiple ways for a player to
complete a level. - Experts should be able to take a high risk, high
reward strategy. - At the same time, there should be a relatively
safe path for novices. - Both paths should lead to satisfaction.
- Build secrets and extras into levels.
- Experts will enjoy finding and dealing with them.
- Average players might find them, but not be able
to properly deal with them. - Novice players might miss them totally.
90GameplayDegree of Difficulty
Screen shot of Quake II. Id Software always
placed lots of secrets for experts to find in all
of their games. Novice players usually
just skipped past them. (Hint courtesy of Planet
Quake.)
91GameplayBalance
- Stocking a level requires very careful thought
and planning. - Too many or too few supplies for the player.
- Too many or too few enemies.
- Locations of supplies and enemies.
- It is also important to balance risk and reward
for the player. - Something might be difficult to do in a game, so
accomplishing it should provide some kind of
bonus to the player for their efforts.
92GameplayBalance
Screen shot of Tony Hawk 2. Rewards are provided
for insanely risky stunts, like jumping buildings
to get the secret tapes.
93Level Design Tips
- If you have something in a level that looks
important, make sure that it is. - The harder the player works for something, the
bigger the reward should be. - Design levels around the strengths and weaknesses
of your artificial intelligence. - Keep in mind the place your level has in the game
as a whole. - Make sure it is properly sequenced.
94Level Design Tips
Screen shot from Quake. The ogre was notorious
for getting stuck in doorways in many levels
with its chainsaw, and not knowing how to get
unstuck.
95Level Design Tips
- If you need to deprive a player of a previously
acquired weapon or item, do so in a way that
makes sense. - Accommodate different playing styles.
- Some are cautious, and some take many risks.
Allow both methods to enjoy success. - Provide lots of good visuals and audio.
- Do not reveal it all at once.
- Hold some things back to reveal as the player
progresses through the level.
96Level Evaluation
- Level design is an iterative process.
- No one conceives a level in their head, builds
it, and walks away, leaving it untouched. - A level must be honed and balanced constantly.
- Evaluation is a key part of level design.
- The level designer.
- Other level designers on the project.
- Play testers.
- Public beta testers.
- Get feedback early and make use of it!