Professional Documents
Culture Documents
Internship Report
at the
Faculty of Computer Science
Otto-von-Guericke University Magdeburg
and
Spellbound Entertainment AG, Kehl am Rhein
I the undersigned confirm that the attached report is entirely my own work.
Reference to, quotation from, and discussion of the work of any other person
has been correctly acknowledged within the report.
Christian Schlager
18th August, 2006
Abstract
Level design is an area which has not received very much attention in the past.
Often, creating and designing levels is only a secondary task. German game
developer Spellbound Studios, though, has formed a level design department
for its real-time strategy game Desperados 2. This report is the detailed
description of my internship in said level design department and describes
objectives and responsibilities related to level design.
The game design framework Patterns in Game Design describes recurring
elements of the gameplay by defining a pattern for each element. Some of
these elements can be found in Desperados 2 and will be described in this
report.
The framework Emotioneering by game designer and game writer David
Freeman proposes the integration of emotional experiences into games. Some
techniques from the framework can be detected in Desperados 2. These
techniques are described and the suggestions brought up in this framework
are discussed.
Contents
1 Introduction 5
1.1 Structure of this Report . . . . . . . . . . . . . . . . . . . . . 5
1.2 Spellbound Studios: A German Game Developer . . . . . . . . 6
3 Level Development 34
3.1 Level Design Tasks . . . . . . . . . . . . . . . . . . . . . . . . 34
3.1.1 Level Editing . . . . . . . . . . . . . . . . . . . . . . . 36
3.1.2 Testing and Documentation . . . . . . . . . . . . . . . 38
3.1.3 Level Implementation for Level 04: Fort Wingate . . . 39
3.1.4 Redesign of Level Concepts . . . . . . . . . . . . . . . 40
2
CONTENTS 3
3.1.5 Scripting . . . . . . . . . . . . . . . . . . . . . . . . . . 43
3.2 The Role of the Level Design Department . . . . . . . . . . . 43
3.3 Principles of Level Design . . . . . . . . . . . . . . . . . . . . 45
3.3.1 Escapism . . . . . . . . . . . . . . . . . . . . . . . . . 45
3.3.2 Entertainment . . . . . . . . . . . . . . . . . . . . . . . 46
3.3.3 Challenge . . . . . . . . . . . . . . . . . . . . . . . . . 46
3.3.4 Uniqueness . . . . . . . . . . . . . . . . . . . . . . . . 47
3.4 Level Development Stages . . . . . . . . . . . . . . . . . . . . 48
3.4.1 High Concept . . . . . . . . . . . . . . . . . . . . . . . 48
3.4.2 Level Concept . . . . . . . . . . . . . . . . . . . . . . . 50
3.4.3 Level Design . . . . . . . . . . . . . . . . . . . . . . . . 51
3.4.4 Level Implementation . . . . . . . . . . . . . . . . . . . 52
3.4.5 Level Testing . . . . . . . . . . . . . . . . . . . . . . . 55
5 Conclusion 70
5.1 Game Development . . . . . . . . . . . . . . . . . . . . . . . . 70
5.2 Level Development . . . . . . . . . . . . . . . . . . . . . . . . 72
5.3 Frameworks . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
5.3.1 Discussion of Game Design Patterns in Desperados 2 . 72
5.3.2 Discussion of Emotions in Desperados 2 . . . . . . . . 73
5.4 Personal Statement . . . . . . . . . . . . . . . . . . . . . . . . 76
4 CONTENTS
A Screenshot Gallery 77
B Desperados 2 Demo 81
Chapter 1
Introduction
In the last two decades, the scope and available budget for game developers
has increased significantly. Even German game developers such as Crytek or
Related Design have more than one hundred employees working on a single
game and a budget of more than ten million euros at their disposal1 . With
team sizes of 40 to 400 game developers and with now affordable middleware
such as graphics, physics and AI engines2 , the focus of game development can
move away from programming, towards content creation and artistic areas
such as game design, interface design and level design.
Spellbound Studios has realized this trend and has formed a level design
department for its current project team with interns and graduates. Being
a part of this department, I created levels and missions for the real-time
strategy game Desperados 2 during my internship.
5
6 Chapter 1. Introduction
m0=history&r0=contact_menu&id=2&id2=1&pageNr=4 [05/08/2006]
1.2. Spellbound Studios: A German Game Developer 7
Game Development of
Desperados 2
In the first section, development teams in the game industry are discussed.
The necessity for up-to-dateness and completeness of the development’s doc-
umentation is demonstrated in the second section. It is followed by a de-
scription of game development stages in general supported by examples and
documents from the development of Desperados 2.
8
Figure 2.1: Team hierarchy at Spellbound Studios (July 2005)
2.1. Game Development Teams in the Game Industry
9
10 Chapter 2. Game Development of Desperados 2
Figure 2.1 shows that game developing teams have a flat hierarchy. There are
at most two layers between the change board team members and development
team members. Flat hierarchies make sense since they reduce information
loss which might occur during communication between departments. The
information exchange with other departments does not have to go via many
people. [Nac05] also points out that in flat hierarchies the mostly young
game developers work more innovatively and flexibly.
The departments as seen in figure 2.1 can be sorted into three main categories:
• Project Management
The Project Lead instructs the quality assurance department. Aside
from quantitative and qualitative testing, the department’s responsi-
bilities also concerned assets management such as localisation and val-
idation of external asset deliveries. The position of the Sound Manager
existed outside of the categorization and was filled by a long-time em-
ployee. He mainly dealt with administrative tasks.
• Programming
At Spellbound, AI, physics and game programming was supervised by
the Technical Director and later on by the Programming Director. He
was responsible for maintaining task lists and version builds.
• Content Creation
The Creative Director was responsible for supervising the work of the
content creation departments. Aside from writing XP-Cards during
the production stage, he attended level design meetings and directed
motion-capturing and dialogue recordings.
According to Jochen Hamma1 , there are at present about 100 level designers
employed by the top 20 game developers in Germany. Stages of a typical
career in level design, as well as in other departments are depicted in table
2.1. Normally, with ambition and compassion one’s skill level increases
1
Jochen Hamma is a German game developer and Project Lead at Spellbound Studios
2.1. Game Development Teams in the Game Industry 11
during an employment which might then be rewarded with a pay raise. For
instance, after the Desperados 2 beta milestone at the end of December I,
as well as a colleague, received a pay raise as our share in the department’s
finished work was the most significant.
In level design career opportunities are rare. Someone who aims at gaining
influence and creative input should consider a transfer into the game design
department.
2
It is striking that a beginner (intern or graduate) can achieve a higher salary at a low
profile company. Of course major game developers tend to pay more money to experienced
people and less to people who have to be familiarized with the proceedings first. Smaller
game developing companies, that do not have the budget to hire skilled workers, are
interested in keeping the people they have trained by baiting them with a higher starting
salary.
12 Chapter 2. Game Development of Desperados 2
During the concept stage, features and functions are sketched out. The
accompanying document, i.e. game concept, is the first official document
created during the development. If the game idea has originates in the com-
pany (opposed to contract work), the concept is generated by the creative
core of the company. This consists of the Creative Director, game designers,
level designers, of course, but the input from other long-time employees is
valued as well.
The game concept is relatively short (about 8 pages), to inform the reader
in a fast and entertaining way about the game. There are no rules for the
structure of a concept. However, a game concept can be divided into several
sections (cf. [Rya99a]).
Each section of the document has a separat aim, which may not be directly
related to the game development. As it is supposed to appeal to people
from marketing and investors as well, it bears characteristics of a marketing
document. The concept communicates the game’s quality to publishers and
points out its complexity and feasibility to employees and investors. Gener-
ally a concept document contains the following sections:
Introduction On the first page, the reader is introduced to the title and
genre of the game. It is advisable to use the common genre classification
such as real-time strategy, first-person-shooter, edutainment, etc. If
the game is a sequel to an already well-known game, this would be
of course the information to start with instead. The setting of the
game is also announced and can be classified as well: Science-Fiction,
Medieval and Fantasy are some examples. In the case of Desperados 2,
the setting is the wild West, as it is popularized by films and on TV.
Additional information should be given concerning the edge and the
intended platform. The edge is what sets the game apart from other
games in the genre.
The introduction is very short and can be done in one sentence. But this
is not a mandatory rule as can be seen in figure 2.4, which represents the
introduction in the Desperados 2 concept. The idea of an introduction
is to sell the concept to the reader by introducing the game in an
exciting manner. The Desperados 2 concept already accomplishes this
effect with an exceptionally good headline. It mentions Desperados 1
and refers to its quality, while at the same time promising equal success
for the second installment. This section of the document might appeal
16 Chapter 2. Game Development of Desperados 2
to new employees and generally to people who have not heard about
the game yet.
task for the team’s game writer. Specifics such as mouse clicks and
keystrokes should be avoided to immerse the reader. The Desperados 2
concept has another approach: Instead of written description, gameplay
features and how they work is communicated with screenshot sequences
(Figure 2.5).
Key features The key features are what the buyer would find on the game’s
box as the enticements for purchase. Most of the time, this would be a
bullet point list of the most attractive features, which requires careful
selection. Too many items would water down the concept of the game,
too few items will not suffice if the game’s concept is rather complex.
The key feature list makes the game easier to compare to other games
from the same genre. It suggests possible starting points for marketing
strategies for the game and is therefore interesting for a publisher’s
marketing department. Figure 2.6 shows the key feature list from the
Desperados 2 concept.
18 Chapter 2. Game Development of Desperados 2
Figure 2.6: Facts & Features list in the Desperados 2 concept document
Genre and platform This section of the document elaborates on the in-
tended genre and platforms. The game is usually described with a
combination of the existing genre classification if necessary. It is also
indicated for which platforms the game is intended and if there is mul-
tiplayer support.
Concept art Concept art can be used to convey unique or complex ideas.
For instance, screenshots and mockups such as figure 2.7 might help
sell the game far better than any text.
In the case of Desperados 2 it was also possible to reuse the interface
graphics from the first installment since the gameplay would not differ
significantly from the predecessor. See figure 2.13 for a comparison. By
using the interface art the reader can already tell from screenshots and
mockups, how the player is going to control the game. Other art from
Desperados 1 was reused in the creation of the concept as well.
Concept art goes a long way in helping sell the idea and putting the
reader in the right frame of mind, as it appeals to the reader in a more
direct way than text.
The separation of the development into design and production stage is un-
clear, because many design choices are not decided until the production stage.
Therefore, depending on the company and the project, the stages might over-
lap or even merge. The combination of design and production stage will
receive more attention in section 2.3.3.
20 Chapter 2. Game Development of Desperados 2
Several terms have to be defined, since they are used in the following para-
graphs. The process of game design can be defined as the drafting, deter-
mining and refining of objects and processes of the game in regard to three
attributes (cf. [Ham06]):
Aesthetics When designing aesthetics, the designer has to take all senses
into consideration. The visual and audio senses are the most obvious.
But other senses are possible as well. For instance, force feedback input
devices appeal to the feeling sense.
The term design choice is defined as a concept of how to meet the require-
ments of a given situation and set of criteria (the design specification). (cf.
[Wik06])
The central document, which was created to outline the design, is the Des-
perados 2 game treatment. Although the game treatment’s actual purpose
is to inform the publisher of the game development’s state, it points out all
important design choices, which had to be made during the development and
can be used to represent the design stage of Desperados 2.
The gameplay receives the most attention in the design document, since it is
the most important part of the design. It is described in several sections:
All design choices for the gameplay relate to this concept. For instance,
the AI receives visual and audio stimuli. This means that the gameplay
involves concepts such as Staying Unseen and Staying Inaudible, which
emphasize the character of the gameplay, that is stealth rather than
open confrontation. Another aspect is that the player can make the AI
2.3. Game Development Stages 21
work for themselves by distracting NPCs and luring them into traps.
An important design choice faced here concerns the content communi-
cating the behaviour of the AI: How should the game communicate to
the player what a NPC sees and hears?
Another important point, which is covered in this section, is the level of
difficulty of Desperados 2, which is described by lists of parameters and
figures such as figure 2.8. The design choices faced here regard proba-
bilities (probability of a successfull hit, of being seen, etc.), character
attributes of opponent types, the effect of bonus items and additional
obstacles.
2. Features
This section covers all features intended for the game. Most features
are accompanied by artwork such as sketches and mockup screenshots,
which sometimes origin from the concept document. Major features
such as Switchable Views or Quick Actions are described in great de-
tail, since they are unique selling points and very important for the
gameplay.
A feature with a strong relation to the Staying Unseen gameplay aspect
is the sight beam. The sight beam of an NPC defines the area where
they can receive visual stimuli. Figure 2.9(a) depicts the first draft of
the sight beam, which was implemented as a three-dimensional volu-
metric light. Figure 2.9(b) shows the final sight beam. But this design
choice proved impractical, as the testers could not determine, wether a
22 Chapter 2. Game Development of Desperados 2
PC was inside the sight beam or not. Therefore, the volumetric light
was replaced with a more precise two-dimensional representation.
The feature that set Desperados 1 apart from its competitors was the
Quick Actions system. The player can record commands which are
executed by the PCs when they press a button. For example, when
the player wants to take out two NPCs simultaneously, he records the
attack command for two PCs and then triggers the quick action. The
PCs attack at the same time. This feature has been enhanced and
expanded for Desperados 2. The player can use up to five quick actions
per PC and set a trigger, either per click or on sight. The latter means,
that the quick action is performed only, when the PC spots an NPC.
2.3. Game Development Stages 23
3. Heroes’ Abilities
The first part of this section lists and categorizes the basic actions all
PCs can perform, such as walking, running and shooting. It is also
described which design choices are necessary for each action. Apart
from the obvious aesthetic design choice of appropriate animations,
the behaviour has to be designed as well. For instance, the reaction
of the AI to a walking PC should be different from the reaction to a
running PC. This is covered by a feature, which rates actions according
to their level of suspiciousness.
The second part lists the special abilities of each PC. For each ability
the behaviour, the aethestics and the content had to be chosen. For
instance, some abilities such as Hawkeye’s Warcry influence NPCs and
make AI programming necessary. Other special abilities such as healing
or carrying corpses can be designed in a straightforward way or can be
copied from Desperados 1 as they did not differ very much from the
abilities there.
4. NPC’s Behaviour
This section describes the AI features of Desperados 2. Figure 2.10
depicts the AI as a perceptual system comparable to the human per-
ceptual system. In such a system stimuli are received through sensors
and translated into decisions. A stimulus can be defined as the re-
ception of information about a game element in the NPC’s visual or
auditory sensor range.
Since the human brain interprets different types of stimuli differently,
the visual and auditory perception has to be modeled separately (cf.
Perceptual Modeling in [Rab02]). Figure 2.11 shows that an auditory
stimulus raises the State of Alert instantly, whereas a visual stimulus
24 Chapter 2. Game Development of Desperados 2
slowly increases the State of Alert over a period of time. This represents
a realistic approach, since the human brain receives auditory stimuli
more directly than visual. This kind of perceptual modeling is common
in first-person sneaker games such as Thief: The Dark Project and
Splinter Cell.
Another kind of perception, which is covered by the AI in Desperados
2, is the perception of tactical stimuli. The realtime evaluation of the
level geometry for its tactical value would be well outside the budget
and scope of the AI programming. Therefore, the level designer places
several elements in the level, which support the AI in tactical decision-
making:
• Search Points
Search points define places in the level where an NPC would search
for a PC, when an alarm is raised.
• Lurk Points
Lurk points can be placed at corners, behind doors and wherever
a PC might hide. A patrolling NPC checks these places for PCs,
making it harder for the player to ambush NPCs.
• Cover Areas
Cover areas are wrapped around objects and corners and wherever
an NPC can take cover. When under fire, the NPC retreats to the
nearest cover area.
• Defend Points
Defend points can be assigned to an NPC who then defends the
area defined by the radius of the defend point when he is alarmed.
This is important, for instance, when the NPC is guarding some-
thing relevant to the player such as a bonus item or a mission
goal.
Some design choices concern the player’s views of the game world. The
isometric view was designed in such a way that it provides the player
with a better view of the terrain and the possibility of better tactical
planning. During testing this design choice proved to be problematic,
because high objects in the level geometry obstructed the player’s view
of the terrain. Figure 2.14 shows feedback from Ralf Adam5 related to
this problem.
Another view the player can choose, is the third-person view which lets
them take direct control of the selected PC. Using this view, the camera
5
Ralf Adam is a German game developer, who produced Desperados 1 and was con-
sulted during the development of Desperados 2
2.3. Game Development Stages 29
Figure 2.14: Ralf Adam’s feedback on obstructed view in Level 02: Eagle’s
Nest
follows the hero looking over his shoulder. The important design choices
here are to provide an immersive action view without destroying the
tactical character of the game.
Decision: Time, Resources and Budget The features with the highest
priority are evaluated by their demand of time, resources and budget.
Time and resources depend on the required manpower. For the im-
plementation schedule of Desperados 2 levels, the Level Design Lead
planned with six level designers (instead of the eight actually present)
to anticipate illness and other pitfalls. The budget is critical in case
2.3. Game Development Stages 31
Level Development
In filmmaking the most basic unit is the shot, which is a continuous recording
from one optical transition to the next. Scenes are sequences of interrelated
shots. The plot of a film is split into many scenes, which can take place at
separate locations (cf. the definition of shot and scene in [Bea94]).
During my job interview I was given a rough schedule by Jochen Hamma, the
Project Lead, for the following three months. For this qualifying period it was
intended that I would do preliminary work for the level design department.
34
3.1. Level Design Tasks 35
Table 3.1: Levels, their locations and the related plot in Desperados 2
36 Chapter 3. Level Development
• Marker Points
A marker point is an entity type to reference coordinates in the game
world.
• Motion Areas, Motion Obstacles, Modifiers and Ladders
These are the pathfinding objects. They determine where a PC or
NPC can move in the level. Modifiers are placed at doors and can
be adressed by the script interface to lock or unlock doors. They also
connect motion areas. Ladders are defined by a path, which determines
start and end point of the ladder.
3.1. Level Design Tasks 37
• Ground Areas
• Roof Areas
The roof area is normally wrapped around a building. When the mouse
cursor enters the roof area, the assigned roof object is omitted to allow
a look into the building.
• Script Areas
Script areas execute an assigned script when a PC or NPC enters the
area.
• When creating areas use as few corners as possible (the less corners the
easier the computation).
• When creating motion areas and obstacles, leave a little space between
the geometry and the borders so units don’t get stuck.
• Don’t leave to much space between geometry and motion area borders.
That looks unnatural.
• A hallway may look perfectly walkable on the ground, but a unit can
collide with low hanging lamps or roofs as well (remember that poor
stormtrooper?).
• Don’t forget that steep hills and rocks can’t be climbed. It is left to your
judgement how steep an incline may be.
Because the alpha milestone for Level 04: Fort Wingate was due at the begin-
ning of October, I started delivering, while still working on my editing tasks,
preliminary work for the second level designer at the beginning of September.
Soon I was given sole responsibility for a mission in Level 04: Fort Wingate.
40 Chapter 3. Level Development
The necessary knowledge in handling the editor I had already gained and the
skills in LUA2 were easy to acquire, especially since no complex scripts were
needed at that point.
At the beginning of November, Ralf Adam was consulted as an external
producer. After looking through the already implemented levels he spotted
one major handicap: The level size and the frequency of meeting an enemy
did not match. The missions did not offer enough gameplay, because the
player could move PCs through entire parts of the level without having to
deal with a single NPC. This represented such a tremendous flaw that the
entire level design content was abandoned and the concepts for each level
were redesigned.
Other problems in the level design department concerning the asset man-
agement, level concepts and performance would not have been discovered
had it not been for the expertise, which the department gained through the
addition of trained game developers.
However, these problems were solved when the tasks of the other depart-
ments were adjusted to the needs of level design. For instance, the transition
between missions relied on sequences scripted by the level designer. The
sequence consisted of scripting the unloading of all NPCs and objects from
the game, then displaying a cutscene and loading NPCs and objects for the
new mission. Although most level designers considered this to be too time-
consuming and error-prone, the change board (consisting of all leads) would
not make the necessary changes until Ralf Adam intervened. The new (and
final) concept allowed several files for missions with the loading and unload-
ing done automatically by the engine.
For the redesign the level designers were split into pairs and each pair was
assigned a mission. Ralf Adam’s suggestions for good level design consisted
of three aesthetic directions:
To regard these directions, missions were split into single situations which
were separated from each other geographically. See figure 3.2 for a schematic
representation. The required level geometry already existed or had to be
added. This helped working with the directions, because levels gained more
structure and coherence and it was easier to increase the number of NPCs.
New situations were planned with screenshots of the level geometry, then
Together with other level designers I was responsible for several new concepts.
The refining of all concepts gave us the opportunity to have greater influence
on the story, dialogues and gameplay. Especially Level 02: Eagle’s Nest
benefitted from the redesign (See appendix B). Before, the the player had
not had the opportunity to play in major parts of the levels and solutions
overlapped. In the new concept of Eagle’s Nest, spectacular localities and
solutions were included, which integrated Ralf Adam’s directions. Figure 3.3
shows two examples.
3
Event Animation are animations of the level geometry which can be triggered by
script. An exploding tower or a train rushing into a station are event animations.
42 Chapter 3. Level Development
3.1.5 Scripting
Many scripts which were used in one mission could be used in other levels
as well. To avoid redundant work, we created a script library with functions
such as randomly distributing a group of NPCs in an area or have NPCs carry
out gunfights or conversations. These gunfights and conversations had to be
randomized very carefully. Randomization fulfilled Ralf Adam’s ”teeming”
direction as it resulted in more interesting actions to watch. However, players
have to be able to predict the NPCs’ behaviour. For instance, in one mission
a script was added, that has an NPC leave his post in random intervals.
However, because the player could not predict the NPC’s position anymore,
the randomization had to be removed in this particular situation.
A more technical function helped storing arrays. The script interface offered
a memory stack for the storing of variables to exchange information between
scripts. Because the script interface did not offer such functionality for arrays
(and the programmers were reluctant to implement such functionality for per-
formance reasons), the level design department scripted analogous functions
which proved to be extremely helpful when handling groups of NPCs.
But the script interface functions, provided by the programming department
were powerful as well. When the programming task for a sniper NPC -
which some mission concepts included- seemed unlikely to be implemented
because of time pressure, it was possible to write a script which delivered the
functionality as it was designed on the XP-Card.
The areas Editing, Testing, Concepting, and Scripting I mentioned so far, all
play important parts in the implementation of a situation. With a printed
screenshot of a situation it was possible to implement a situation in a few
hours.
Level implementation was my main occupation in the second half of the
internship. It will be described in more detail in section 3.4.
The level design is therefore the topmost layer of the game development
process, because when level design starts, the game is practically finished.
That is why level designers have to work and exchange ideas with practically
everyone who is involved in the game development. It is also the reason why
compared to other departments level designers spend the most time playing
the game.
The level design department was responsible for various other areas of content
creation in addition to level design:
Story editing Because of milestone pressure from the publisher, the num-
ber of levels was reduced from eight to six. However, the storyline was
not adjusted to that change in time. Since the implementation of Level
05: Santa Fe was already in progress and concepts for Level 06: Sacred
Mountain had to be designed, it was necessary to create a satisfying
finale within the level design department.
3.3. Principles of Level Design 45
Tim Ryan sees the level designer mainly responsible for the quality of the
gameplay. In his opinion, the level designer has to consider four principles
(cf. [Rya99b]) while creating a level, to satisfy the expectations the player
has towards the game.
• Escapism
• Entertainment
• Challenge
• Uniqueness
These principles are also important in the level development, because each
principle influences a different stage of the development.
3.3.1 Escapism
3.3.2 Entertainment
3.3.3 Challenge
Most games present the player with a system of rules and ways to control
their character in the game. Therefore, mastering the system is the challenge
which the player has to meet. As they progress, the level of difficulty of the
game increases to test the increasing skill of the player with increasingly
difficult situations.
To keep the player interested in the game, the challenges have to be difficult
enough not to bore them, but also not that difficult to always have them
3.3. Principles of Level Design 47
3.3.4 Uniqueness
Uniqueness is closely linked to the principle of entertainment. Repetitive
situations quickly bore the player. Therefore, uniqueness of levels is crucial.
It is created by integrating variation in plot, location and the like. Two
reasons for the necessity of uniqueness can be identified:
1. Players do not like being forced to play the same game or level twice.
Therefore, it should be avoided to have players play in one area more
than once. This proved to be difficult for the level design department,
because many levels in Desperados 2 were built in a nonlinear way.
In Level 05: Santa Fe the player can move everywhere in the level. This
means, the player plays the first mission in a new environment, but for
the following three missions he already knows the location. This could
violate the uniqueness principle of the level and by doing so diminish
the entertainment value, because he has nothing to look forward to in
the next missions. A better way would be to make areas accessible to
the player only after they have completed a particular goal.
2. The second way is that levels have to offer unique and spectacular
locations to surprise and astonish the player. See figure 3.3.
These are variations that are integrated through the use of level geometry.
Other variations can sufficiently distinguish levels from each other as well:
Plot Variations Plot variations may require the player to reach a waypoint
or kill all enemies. Other variations used in Desperados 2 are more
inventive. For instance, in Level 05: Santa Fe the player has to find
and knock out the bank director and carry him into the bank to open
the safe.
Challenge Challenges may not only vary in difficulty, but in content as well.
In some missions the player must not kill or harm NPCs. In another
the PCs must not be seen by anyone. In Level 03: Eye of the Needle
the player has to protect settlers from an Indian attack. In Level 06:
Sacred Mountain they have to resolve a hostage situation to save Kate.
48 Chapter 3. Level Development
For the high concept of a level the level designer turns to the locations, to
where the story takes place. Each of the locations in table 3.1 is represented
by a level in Desperados 2. The first and fifth level share the same locality,
a Wild West town, but vary in setting. By using powerful editors artists
can modify both levels at the same time, saving time and effort. While
selecting locations, the level design principles of escapism, entertainment
and uniqueness have to be regarded.
The game designer, level designer or game writer suggests the geographical
layout and shape of the location by sketches such as figure 3.5. Apart from
3.4. Level Development Stages 49
aesthetic choices such as setting and atmosphere, a level sketch has to show
positions of key points and facilities, which are necessary for the plot to
advance. For instance, in Level 05: Eagle’s Nest the objectives are to rescue
Sanchez and free Sam. Therefore, the level has to feature facilities to hold
characters captive such as a prison or buildings, which are easy to guard and
difficult to reach. The sketches can be supported by picture collections and
references from movies and other games. The level sketch is submitted to
the artists, along with text descriptions and storyboards.
50 Chapter 3. Level Development
For the redesign of the levels, actual screenshots from the level geometry were
available. Compositions of screenshots, created in image processing software
such as Adobe Photoshop, were used as sketches.
The created level geometry is used as a basis for the level concept. It should
cover the principle of escapism by creating immersive level goals and quests.
While some of the goals are already determined by the high concept and the
plot, additional quests can be added here. For instance, in some missions
of Desperados 2 Sam’s TNT ability6 is needed. To make the mission more
interesting, the player would have to find the TNT in a different part of the
level first.
In this stage, the level designer also has to come up with several possible
ways of reaching the mission objectives. Furthermore, adding quests and
6
The PC can place a TNT package at predefined places in the level. When Sam shoots
at the package, it explodes and an event animation is played.
3.4. Level Development Stages 51
goals requires the writing of mission objective texts, formulating quest names
and creating mission objective images. The level concept must include lists
for these items.
The level designer designs the mission course with screenshots of the level
geometry. In this stage, the actual gameplay of the level is shaped. By
mapping out paths, placing objects and NPCs and planning actions the NPC
executes at each node, situations are designed according to the principles
discussed in the previous section:
• Number of NPC
The more NPCs in a situation, the more difficult it becomes.
• Resources
The amount of bonus items the player receives. The more re-
sources are provided in a situation, the easier it can be solved.
• Sound Dead Zones
In sound dead zones, the player can shoot without being heard by
NPCs.
• Links between NPCs
The communication of NPCs with each other. The more NPCs
cover each other, the more difficult the situation becomes.
Uniqueness This principle was less important during the level design stage,
because the level geometry already made sure that one situation would
not resemble another. A way to distinguish situations from each other
visually was to alternate the composition of NPC models in a situation.
52 Chapter 3. Level Development
Each change in the level design influences the game’s aesthetics and might
also make a change in the level geometry necessary. For that the level designer
regularly consults the Creative Director as to whether the level still fits in
the overall atmosphere of the game. They also have to suggest their level
geometry changes to the artists and discuss feasibility and scope with them.
The artists will then remodel the level objects.
The level designer can simultaneously begin with the implementation of the
situations (the separation of level geometry and level content allows this).
For the implementation, the level designer refers to several level design doc-
uments. For instance, the reward schedule determines in which level and
mission the player can find an upgrade. Another schedule determines in
which level and mission NPC models appear for the first time. Some of these
documents, such as level of difficulty figures (Figure 2.8), are part of the
game treatment, which the player has to consult as well.
Level implementation is the actual setting of entities and scripting. The
implementation process can be split into the following steps:
1. Level Editing
During the level implementation, level editing was always required.
Flaws in the pathfinding objects were discovered while play testing.
The situations required the setting of sound dead zones, defend point
and marker points. Often, clearing out level editing bugs was accom-
plished by another level designer who was not busy at that moment.
2. Setting paths
The level designer sets paths in the level editor by positioning a se-
quence of nodes, sketching out the course of the path. The pathfinding
engine then sends the NPC from one node to the next when they are
on patrol duty, for example. Later on, one-node-paths were added for
NPCs who are supposed to remain at one place (NPCs guarding an
entrance or a bonus item, for instance). This made sense, since NPCs
automatically return to their paths after an AI-induced action.
Writing path scripts required very little effort. The editor provided
a template library for the creation of specialized scripts such as path
scripts, AI scripts and actor scripts. Listing 3.1 shows the path script
template.
Features of the editor helped as well. Every selection in the game win-
dow prompts the loading of the appropriate menu. In the path menu,
a script can be created using the template and is thereby automatically
assigned to the path and opened for editing in the script editor.
The workflow was also optimized by masking script interface functions,
which were widely used by the level designers. For instance, in the
54 Chapter 3. Level Development
rameters defining the range of the sound and the volume at different
distances. In Desperados 2 two different types of sound sources exist:
7. Testing situations
As a final step the level designer repeatedly tests the situation. He
pays special attention to the NPCs’ field of vision and the timing of the
NPCs’ movements and tweaks these factors if necessary. At this stage
they influence the difficulty of the situation and whether the situation
is solvable the most.
walks into the PCs and is knocked out as well. However, this exploit was
not removed, because the level of difficulty did not suffer significantly
and ambushing the reporting soldiers proved to be fun.
These cases may not occur in every game session. It is therefore necessary
that several testers play the missions and try out new and even unorthodox
strategies, anticipating possible ideas by future players.
Chapter 4
This chapter introduces two frameworks of game design and how they can
be used in Desperados 2.
57
58 Chapter 4. Game Design Frameworks in Desperados 2
By offering this feature Desperados 2 not only stimulates planning but also
gives the player a tool for doing so.
Patterns can also require the presence of other patterns or influence the
behaviour of another pattern. This creates interdependent relationships be-
tween patterns.
Game design patterns can be used by game designers as a tool to make design
choices during development, but also increase the understanding of how other
games works. The authors even propose to use them as inspiration for new
game ideas, for instance, by selecting random patterns and forming a game
out of them.
The framework sorts game components such as rules and modes of play into
four categories. Each category describes the activity of playing a game in a
different way. The following list explains each category and its components.
• Modes of Play
Modes of play in Desperados 2 are defined by the view of the
game world: The isometric view supports tactical gameplay and
the third-person view direct action.
• Goals and Subgoals
Goals and subgoals motivate the player to keep playing the game.
Virtually every game has goals. In Desperados 2 the major goal is
to finish a level by achieving subgoals defined as mission objectives
in the mission screen.
• Events
Game state changes perceivable to the player are called events.
They are triggered by player actions.
• Closures
Closures are meaningful player experiences, which usually go along
with a game state change. Closures can occur on many different
levels: In Desperados 2 the killing of an NPC, triggering a cutscene
or achieving a goal can be a closure.
• End conditions and evaluation functions
End conditions and evaluation functions define requirements for
game state changes. In Level 06: Sacred Mountain, for instance,
the player has to kill all hostile NPCs. A scripted AI function
checks for every killed hostile NPC if it is the last one, before
ending the mission.
• Game Instance
A game instance describes everything that occurs while playing a
game. For a chess game that would include positioning the chess
pieces and later putting them back in the box, but also the players,
the pieces, the chessboard, even the audience. A game instance
of World of Warcraft begins and ends with the startup and final
shutdown of its server.
60 Chapter 4. Game Design Frameworks in Desperados 2
• Interface
The interface of chess, for instance, is represented by the chess
board. The user interface of Desperados 2 is described in subsec-
tion 2.3.2.
• Game Facilitator
A game facilitator maintains and synchronizes the game state. In
pen & paper roleplaying games, the game master has this function.
In computer games the computer has this function.
• Game Elements
The chess pieces are game elements, where the king is a special
element: He is the player’s avatar, that means if the king falls, the
player looses. Because the story of Desperados 2 involves every
PC, each one is an avatar of the player.
• Actions
The player can manipulate the game state by performing actions
on the game elements.
• Game Time
In most games, time plays a critical role in the gameplay. When
playing chess with time limits for each move, the game time influ-
ences the way the game is played.
4.1. Patterns in Game Design 61
some solution courses can be layed out for the player. Beginners would work
their way from medipack to medipack while advanced players can go shorter,
more difficult ways. In mission one of Level 02: Eagle’s Nest the placement
of bonus items is a hint that a part of the level can be solved by either Doc,
who finds sniper ammo or Sanchez, who collects tequila bottles.
The resource management of bonus items also relates to the standard ammo.
Although the PCs use the same ammo, the PCs’ standard weapons have
62 Chapter 4. Game Design Frameworks in Desperados 2
Katie Salen and Eric Zimmerman2 raise the expression of meaningful play,
which emerges when the player has to make meaningful choices (cf. [SZ03]).
Meaningful choices are integrated, for instance, through the pattern of Trade-
off, which describes situations in which the player must choose between sev-
eral different options and weigh up their consequences. The most important
tradeoff, which determines the gameplay of Desperados 2 concerns stealth
and open confrontation. The player can choose whether to confront the en-
emies in combat or to try and sneak around and take out NPCs one by
one. Being offered this choice, the player can determine the level of difficulty
themselves.
The pattern of Randomness is defined as an instrument to take pressure off
the player. By making the outcome of an action not solely depend on the
player’s skills, but also on chance, the player is less likely to be frustrated
when the action fails.
In Desperados 2 the player has to plan their actions beforehand. Desperados
2 is therefore a game that implements another pattern called Stimulated
2
Katie Salen and Eric Zimmerman are American game designers who also teach game
design at university and design schools
4.1. Patterns in Game Design 63
Planning. The pattern of Randomness should not make it impossible for the
player to anticipate the NPCs’ behaviour. Otherwise the success or failure of
the player’s plans depend on chance too much and the player gets frustrated.
A good example for this are ragdoll effects in Desperados 2. For the player it
is hard to judge if he can savely take out an NPC when they cannot predict
the ragdoll’s behaviour. In a play session, this might result in saving-loading
cycles until the ragdoll shows the behaviour the player whishes.
The pattern of Risk / Reward determines that actions must have the potential
for both advantageous and disadvantageous effects to be considered risky
and worth a reward. One way of creating this potential is by introducing
randomness which was discussed before.
The Risk / Reward pattern emerged in the level design process of Desperados
2 almost automatically. Players may choose to approach a situation stealthy
by taking out NPCs one by one. Taking out a single NPC creates only a
small risk for the action to fail. But the advance in the game is comparably
small. Taking out several NPCs simultaneously means more planning for
the player, more randomness and more complexity, resulting in a higher risk.
Consequently, the reward is higher, because the player advances a larger step
in the game.
By offering this tradeoff between low risk and high risk the player can choose
the right level of difficulty for himself.
The first section describes the Emotioneering framework and points out sev-
eral beneficial effects of making a game emotionally engaging. However, this
is not an evaluation of the framework Emotioneering, but rather a review of
how emotions in games are received by the press and by consumers.
The following sections describe different sets of techniques, which were used
or could have been used in Desperados 2 to improve the emotional experience
of the game.
David Freeman3 proposes in his book Creating Emotion In Games, his writing
classes and at game conferences the integration of emotional experiences into
games through his copyrighted framework Emotioneering. In [Fre03], David
Freeman defines Emotioneering as follows:
• Better Press
Games such as Fahrenheit and Shadow of the Colossus, which are im-
mersive in a new and unique way receive more press coverage than
games, which are not as emotionally engaging. For instance, the action-
adventure game Shadow of the Colossus was featured on Spiegel On-
line, a news portal, where reviews on computer games are still rare (cf.
[Stö03]).
3
David Freeman, freelance game designer and writer, is the head of the game design
and writing consultancy The Freeman Group
4.2. Creating Emotion in Games 65
A first person shooter which ties the two areas in a very immersive way is
Halflife 2. The anti-grav gun, the player receives during the game in a beau-
tifully scripted sequence, is artfully woven into the storyline. In Desperados
2 several PC abilities are connected with the story as well. One of them is
John Cooper’s musical watch which is discussed in more detail later. Another
one is the tracking ability which was for some time in discussion as one of
Hawkeye’s abilities.
This special ability was already mentioned in the game concept:
The following reasons point out, why this ability stands out as an excellent
possibility to integrate story and gameplay:
• In wild West films and literature Indians often have exceptional track-
ing knowledge. Making this knowledge available as a PC ability would
improve Hawkeye’s character by displaying his deep and almost mysti-
cal understanding of nature.
• Because of their tracking and stealth abilities, Indians often take the
role of scouts. The player would use Hawkeye to explore new levels and
situations which would increase his value as a playable character.
During the final phase of the development, time and effort are critical re-
sources. The tracking ability offers several advantages, because it would
have been easy to implement:
• Graphical Representation
A side effect of the ingame level editing was that the graphical represen-
tation of paths was already implemented. For using this representation
in the game it would have needed an appropriate texture, for instance
foot prints.
4.2. Creating Emotion in Games 67
• AI Programming
Many PC abilities required additional AI programming to work prop-
erly. Hawkeye’s Warcry was such an ability. Consequently, the AI
programmer was the busiest towards the end of the development. The
tracking ability on the other hand was a passive ability with no require-
ments to the AI.
• Level Design
While planning levels and situations the level designers have to take
all PC abilities into account. A situation would often be created with
a certain ability in mind which has to be used to solve it. But many
abilites need further effort: For instance, Sam’s TNT ability requires
an event animation in the level geometry. Doc McCoy’s gas which
alarms horses, needs specially scripted situations. Hawkeye’s tracking,
on the other hand, could have been implemented rather effortlessly in
situations because it is a passive ability.
But not only the PC abilities can integrate story and gameplay. The story can
also force or inspire a variation of the gameplay, for instance, in mission three
of Level 03: Eye of the Needle. The settler’s treck forms a corral, because an
attack by fake Indians is imminent. See figure 4.3 for a screenshot. Indians
attacking a corral is a setting well known from many wild West films and
comics.
In the Desperados 2 level, the PCs cannot leave the corral. This was a neces-
sary restriction, because the gameplay could be exploited by standing outside
of the corral. When in third-person view, the player has to turn around con-
stantly to follow the Indians. This made hitting the Indians particularly dif-
ficult. Although the player can plan ahead and put PCs with Quick Actions
on guard, the mission is very difficult to solve. These difficulties contributed
to the atmosphere of the mission, since it gives an understanding why this
attack was used by Indians. To add a strategic challenge the settlers have
to be healed by Doc in between attacks, because the fake Indians shoot at
them as well.
Figure 4.3: Indians attack the settler corral in Level 03: Eye of the Needle
The inheritance of the watch symbolizes the change in John Cooper’s atti-
tude. He was a bounty hunter, who would take any job as long as the money
was right. But now that his brother died, he takes over his cause and bring
his murderers to justice. It is therefore also a symbol for John Cooper’s
revenge.
The motif of revenge is a very popular one in westerns. For instance, in
High Plains Drifter Clint Eastwood’s character takes revenge on an entire
town. The musical watch as a symbol also appears in the western For A Few
Dollars More by Sergio Leone. The bounty hunter played by Lee van Cleef
and the bandit El Indio carry musical watches, which play the same tune.
Their connection is revealed towards the end of the film.
In Desperados 2, the musical watch becomes an Usable Symbol, when it turns
into one of John Cooper’s abilities. The player can order the PC to put the
musical watch on the ground. The watch begins to play after a countdown
has run down, which the player can observe by an interface overlay. NPCs
with appropriate AI settings react to the watch and are distracted.
Although the emotional connection of a symbol may be very obvious, it is
not necessary for the player to be explicitly aware of the connection to be
emotionally effected by it. According to David Freeman, symbols which are
too obvious or complex, will lead the player to think about its meanings and
by doing so counteract the intention of the symbol to evoke emotions which
are felt more unconsciously, without thinking.
Chapter 5
Conclusion
Today, hardly any German game developer uses the game design document as
the only implementation instruction. Game design documents can be obso-
lete one week into development and team members do not read it. Addition-
ally, the maintenance of design documents is very time-consuming. Never-
theless, given certain premises the game design document can be successfully
used to reduce development time:
• Experience
Another premise is that the developing team has experience in creating
games of the same kind and genre. Ideally, the game designer who was
70
5.1. Game Development 71
There are several aspects of game development where processes can be op-
timized. The loss of information inbetween departments is still a significant
problem. At Spellbound Studios this was counteracted by the use of proper
tools.
The use of game industry specific tools, which are not created inhouse can
save a lot of development time and could be integrated even more into the
development process. The licensing of a tool should include staff training as
well to ensure team members use it.
72 Chapter 5. Conclusion
5.3 Frameworks
However, bonus items are consumed by the PCs’ special abilities and can
therefore be identified as Resources. During play sessions it became apparent
that the bonus items have to be placed very rarely to be perceived as rewards
5.3. Frameworks 73
by the player. Consequently, the player were not able to use the PCs’ special
abilities and situations became very difficult to solve. Such a situation could
not have been avoided by game design patterns, because at the beginning
of the game development both patterns are equally applicable and are not
necessarily conflicting with each other, but later on could turn out to be a
problem.
It is therefore advisable to consult game design patterns during the design and
production phase to avoid disregarding conflicting interdependencies between
features.
In Level 05: Santa Fe John Cooper rushes forward to save the kidnapped
Kate, leaving his other friends to fight against bandits. In his desire to save
Kate and punish her kidnappers, he hijacks a train and produces a crash.
This plot device was created by the level design department to set up the
final level. It required long discussions with game writer and game designers
until it was finally implemented.
Other less noticable ways of expressing emotions are idle animations and
communications. Figure 5.3 shows the character sheet for John Cooper,
which provides the basis for several concent creation choices:
Actors, speakers and animators can draw inspirations from the character
sheet to create emotionally appealing characters.
5.3. Frameworks 75
Figure 5.3: Excerpt from the Desperados 2 character sheet of John Cooper
Screenshot Gallery
77
78 Chapter A. Screenshot Gallery
Figure A.3: Level 05: Santa Fe: The PCs are held at gunpoint in the bank vault. The player has just finished
planning quick actions for the PCs to get out of this situation.
Chapter A. Screenshot Gallery
Appendix B
Desperados 2 Demo
The Desperados 2 Demo was released in April 2006. It consists of the first
mission of Level 02: Eagle’s Nest, which I designed together with Mark
Intelmann. The demo featured on CD and DVD of several computer games
magazines and on websites.
The German as well as the English version of the demo is available on the
accompanying CD of this report.
81
Bibliography
[Fre03] David Freeman. Creating Emotion in Games. The Craft and Art
of Emotioneering. New Riders Publishing, October 2003.
[Kne06] Ansbert Kneip. ”es muss bluten, ist doch klar”. Spiegel Online,
August 2006.
82
BIBLIOGRAPHY 83
[Rya99b] Tim Ryan. Beginning level design, part 1: Level design theory.
Gamasutra, 1999.
[SZ03] Katie Salen and Eric Zimmerman. Rules of Play. MIT Press,
November 2003.
84
LIST OF FIGURES 85