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Chapter 6
Chapter 6
GENERAL PRINCIPLES OF
LEVEL DESIGN
WHAT IS LEVEL DESIGN
• Level design is the process of constructing the experience that will be offered directly to the
player using the component provided by the game designer.
• Level Designer and Game Designer have separate role within the game development in
which if the project consist of larger team then both may be fill up by different member
however when the teams are small, the position will be fill up by the same person.
• Level designers create the following essential parts of the player’s experience:
a) The space in which the game takes place.
b) The initial conditions of the level.
c) The set of challenges the player will face within the level.
d) The termination conditions of the level.
e) The interplay between the gameplay and the game’s story, if any.
f) The aesthetics and mood of the level.
The space in which the game takes place
• The key design principles is the guidelines for designing the level
within the game.
• The key design principles can be divided into two:
a) Universal Level Design Principles which aimed at designing
level of any kind of the game.
b) Genre Specific Level Design Principles which focus on design
issues specific to the different genres.
Universal Level Design Principles
• Shooter Games
Reward precision and
Timing
The game should reward
the player who precisely
aim such as headshot or
correct timing to attack the
opponent.
For example, GTA V
awarded player 250k
money for headshot.
Genre-Specific Level Design Principles
• Strategy Games
Reward planning.
Give players defensible
locations to build in and
advantageous positions to
attack from, but let the
players discover these
places for themselves.
For example, the location
of the oil refinery in the
Red Alert 3.
Genre-Specific Level Design Principles
• Role-Playing Games
Offer opportunities for character
growth and player self-
expression.
Every level should provide
opportunities to achieve
character growth by whatever
means the game rewards such
as combat, puzzle solving, trade,
and so on.
For example, the character
through combat, quest and
equipment in the Final Fantasy
XV
Genre-Specific Level Design Principles
• Sports Games
Verisimilitude is vital.
The simulation of match play
must be completely convincing in
which try to model each team and
each stadium as closely as
possible to the real thing which
includes not only appearances but
the athletes’ performance
characteristics and the teams’
coaching strategies.
For example, the stadium, player
and the simulation are matched
with real world as close as
possible in the Fifa 18.
Genre-Specific Level Design Principles
• Vehicle Simulations
Reward skillful
maneuvering.
Construct levels that test
the player’s skill at
maneuvering his vehicle
and reward him for his
prowess.
For example, successfully
parking in the Euro Truck
Simulator 2
Genre-Specific Level Design Principles
• Adventure Games
Construct challenges that
harmonize with their
locations and the story.
For example, the
challenges for visual novel
games is to successfully
unlock route for every
character that lead to their
ending in Clannad.
Genre-Specific Level Design Principles
• Puzzle Games
Give the player clues about
the correct solution state and
his progress toward it.
The game can offer hints in a
variety of ways depending
the nature of the puzzle
For example, the Fishdom
H2O: Hidden Odyssey allow
the player to locate the
hidden item by using sea
horse which will show it.
LAYOUT
• The layout can be defined as the way on how the things is arranged.
• For games that involves moving from one space to another, the layout of the space for
the game world affect the player’s perception of the experience.
• There are few layout such as:
a) Open Layout
b) Linear Layout
c) Parallel Layout
d) Ring Layout
e) Network Layout
f) Hub and Spoke Layout
g) Combination Layout
Open Layout
• Planning the level in detail which will include in the following key
areas:
a) Gameplay – Consider any following issue regarding gameplay
b) Art – Determine the scope level and how much artwork required.
c) Performance – Plan the level in which it does not exceed machine
limitation.
d) Code – Discuss with the programmer for any additional feature
that requires coding in order to implemented within the game.
Prototyping
• Identify the issue from the level review and address all the problem
within it.
• Lock down the level design in which there will be no additional or
change that can be made for this level.
Level Design to Art Handoff
• Provide all the design that are used within the prototype to the
artist in which they will used as a blueprint in order to build the
geometry, animations, and textures that will end up in the real
game.
• Notify the programmer for any special code that are required
within the level so that they can prepared for the content
integration stage ( content refer to audio, movie, text and etc)
First Art and Rigging Pass
• During this phase, the art team will now start builds the real
artwork and rigging in which at the same time the level designer
should be working on another level.
Art to Level Design Handoff and Review
• During this phase, the art team will hand over the artwork that
they finished in order to be reviewed by the level designer.
• Highlight any problem and address all the issue for it.
Content Integration
• Assemble all the asset into the completed level which include
artwork, new code required by the level, audio, and any remaining
tweaks to the lighting.
• Adjusting any remaining issue issues with the rigging, by
repositioning characters, effects, and triggers as necessary.
Bug Fixing
• The level will be test in order to look for bugs in the code and
mistakes in the content.
• The process will be iterative in which it will cycle around until all
the content is working as it designed.
User Testing and Tuning
• In the last stage which usually known as formal testing, the test
plan will be prepared that will be used to address all the issue
within the level.
• The first test that will be conduct is alpha test while the second test
that will be conduct is beta test which will be released to the public.