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U-M CIS 487 - Level Design

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Level DesignLevelLevel DesignersLevel SeparationLevel OrderLevel Components - 1Level Components - 2Level Components - 3Level Components - 4Level Components - 5Elements of Good Levels - 1Elements of Good Levels - 2Level Design Process - 1Level Design Process - 2Level Design Process - 3Level Design Template from Ed Byrne’s book1. Notes2. Location3. Player4. Objectives5. Challenge Hightlights6. Wow Factor7. Map Description8. Assets and RequirementsSketches and References1Level DesignCIS 487/587Bruce R. MaximUM-Dearborn2Level•Originated in shooters and side-scrollers•Refers to change of area or difficulty•In some games the user is required to build his or her level after being assigned an arbitrary starting position3Level Designers•As games grow larger the need to use level designers becomes important•A level designers works on 1 or 2 levels at the most•Level designers need to integrate their knowledge of the game engine, art work, and core game play4Level Separation•Break the game into chunks•Make difficulty and dramatic tension ramp up from one level to the next•Some times technical constraints (e.g. number of textures or sprites) dictate the end of the level•Good designers give players a visual distraction watch will new level loads5Level Order•Important to game flow•Try to balance strategic play and action screens throughout the game•Use dramatic unfolding of the story line6Level Components - 1•Action–Designer needs to know how much is expected and what type of action–What enemy AI functions and maps can lead to interesting conflicts?–What game field topologies are possible?–How can the level be set up to encourage players to develop their own strategy for victory?7Level Components - 2•Exploration–Designers often don’t understand that players like to explore game fields–Give players surprises to find–Make sure a player’s struggle to get through a level is rewarded–Decide whether or not to punish players for wandering through a level8Level Components - 3•Puzzle Strategy–Adding puzzles to first person shooters is not always a good idea–Make puzzle style fit game (e.g. have player shoot through crystal to solve puzzle)–Don’t throw in “arbitrary” puzzles9Level Components - 4•Story Telling–Knowing story goals for each level is important –Make story goals loose enough for level designer to build best level possible–Make sure interactive fiction goals don’t stray too far from proposed master plot10Level Components - 5•Aesthetics–Balance complexity of art work with game play –If artwork is beyond game engine capabilities use shortcut as compromise (e.g. use lighting or color to indicate steepness of slope or hidden doorways)11Elements of Good Levels - 1•Player can not get stuck (always gets second chance to exit level)•Provide subgoals for each level to maintain user interest•Provide landmarks (essential to navigation, encourages exploration)•Allow for first time success once in a while (trial and error every where can be tedious)12Elements of Good Levels - 2•Limited backtracking (better off to have all paths go through a common bottle neck than for backtracking over previously traveled ground)•Mark navigable paths clearly (roads that can’t be traveled are and exits that look untraversable are worse)•Give users multiple ways to accomplish goals (allow creative use of objects)13Level Design Process - 1•Preliminary–Game state? Near end or just evolving–Be prepared to add of remove game elements base on future level development•Conceptual outline sketched–Think about game play and story–What sort of player challenges are appropriate?–What environment facilitates these challenges?–What player rewards?14Level Design Process - 2•Base architecture created–Faster to rough out games (backgrounds and movement) with 2D tiling engine than 3D production engines•Refine architecture until it is fun–Experiment with moving player avitar around to check appearance and navigation •Determine base game play–Once navigation is working, implement game play level elements–This may require adding monsters and NPC’s15Level Design Process - 3•Refine game play until it is fun–Change level layout to allow creatures to hide if space does not allow it–Make sure AI is meeting game goals•Refine aesthetics–Once game play is working make things look nice•Play testing–Have someone other than the level designer look it over and try it out16Level Design Templatefrom Ed Byrne’s book171. NotesAdd notes and concept edits here, if this is to be a “living document” on a server. Make sure each edit has the name and time marked, for instance: 12/12/04 – Added new reference photos for Locations section (EB) 12/06/04 – Created document (EB)182. LocationUse this section to outline where the level will take place, for example: 2.1 Geographic Location2.2 Time of Day2.3 Current Weather2.4 Architecture or Terrain Style2.5 Visual Reference193. PlayerThis section describes information about the player in the level:3.1 Player Start Location3.2 Player Inventory3.3 Briefing/Starting Information3.4 Reasons For Being There204. ObjectivesThis section contains the vital information about that the player needs to do to win the mission or finish the level successfully.4.1 Main/Primary Objectives4.2 Secondary Objectives4.3 Bonus Objectives4.4 Hidden Objectives215. Challenge HightlightsWhat are the key challenges and encounters that will happen in the level?5.1 Combat Encounters5.2 Stealth Encounters5.3 Puzzles5.4 Conversations5.5 Boss Battles226. Wow FactorWhat are the memorable moments (not represented in the section above) that will stick with the player? For example: 6.1 Introduction Area … 6.4 Final Battle Area237. Map DescriptionThis section allows you to verbally describe key areas of the level, explain complicated sections and generally provide other team members with an vision of the environment.7.17.2 etc.248. Assets and RequirementsList here anything that you know the level will require in terms of external assets8.1 Models8.2 Textures8.3 Sounds8.4 Lighting8.5 Effects25Sketches and ReferencesAny drawings or reference material that would be helpful to the level designers in realizing your vision for the


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U-M CIS 487 - Level Design

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