dgmd e-70 principles of game design lesson #11: level design

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DGMD E-70 Principles of Game Design LESSON #11: Level Design

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Page 1: DGMD E-70 Principles of Game Design LESSON #11: Level Design

DGMD E-70 Principles of Game Design

LESSON #11: Level Design

Page 2: DGMD E-70 Principles of Game Design LESSON #11: Level Design

TODAY:1. Digital Prototype Testing!

2. Level Design Considerations: • Lighting for Mood and Focus• LD Basics: Jay Wilbur• Navigation: Martin Nerurker• Encounter Building: Forrest Dowling

Page 3: DGMD E-70 Principles of Game Design LESSON #11: Level Design

PART 1: DIGITAL PLAYTESTING

SET UP (<5 minutes):1. Teams Choose Tables

2. Set up game digital prototype on 2-3 laptops.

3. Decide initial Observers (1-2) and Players.

4. Discuss: Do you want 1-3 points/ instructions to share with visiting players?

Write them down!

Page 4: DGMD E-70 Principles of Game Design LESSON #11: Level Design

PART 1: DIGITAL PLAYTESTING

PLAYTEST ROUNDS (20 minutes):1. Observers stay to manage playtest, Players

find other games to play.

2. If team chose 1-3 instructions, give them.

3. Players attempt to play prototype (5-10 min). Observers take notes!

4. Players fill out questionnaire (5 minutes).

5. Time permitting, discuss answers.

Page 5: DGMD E-70 Principles of Game Design LESSON #11: Level Design

PART 2: Level Design Considerations

(a). LIGHTING:1. What are the properties of light at your disposal?:

Direct illumination, indirect, primary and secondary lightsources, static and dynamic lights, colored light and shadows, choices in what is lit

and what is not to create meaningful shapes/drama. Also, animated Lighting!

2. Light as mood-setting.

3. Light for leading player attention.

4. Light for navigation.

Page 6: DGMD E-70 Principles of Game Design LESSON #11: Level Design

PART 2: Level Design Considerations

(b). Level Design Basics: The FPS:Jay Wilber Article on basic issues.

(c). Level Design Navigation Solutions: Martin Nerurker article on Spatial and

Design considerations to enhance gameplay and user navigation.

Page 7: DGMD E-70 Principles of Game Design LESSON #11: Level Design

Question: What is Level Design?

Page 8: DGMD E-70 Principles of Game Design LESSON #11: Level Design

Question: What is Level Design? What is the job of a level designer?

Not just an architect, designing space:Where/when to place hostile AI?

Must judge what is fun, what gameplay elements motivate players,

what creates an immersive experience (art+sound),

what advances the storyline, and also what fits the rest of the game

-- Jay Wilbur (id Software, Epic)

Page 9: DGMD E-70 Principles of Game Design LESSON #11: Level Design

Question: What is Level Design?

Page 10: DGMD E-70 Principles of Game Design LESSON #11: Level Design

Question: What is Level Design?

Page 11: DGMD E-70 Principles of Game Design LESSON #11: Level Design

Question: What is Level Design?

Page 12: DGMD E-70 Principles of Game Design LESSON #11: Level Design

Question: What is Level Design?

Page 13: DGMD E-70 Principles of Game Design LESSON #11: Level Design

Question: What is Level Design?

Page 14: DGMD E-70 Principles of Game Design LESSON #11: Level Design

Good Level Design Considerations: Setting: elements implied by a school, train station, space station?Lay out larger map before focusing on rooms, and consider how

player should feel in each area.Specific Activities by area: base building vs traps, resource gathering.

Other Actors: Helpful vs Crunchy vs Boss AI, and their paths.Pickups locations: Health, Ammo, Weapons, Puzzle Pieces,

combinable resources, etc.Movable Parts: Doors, keys/buttons, movable architecture

(walkways)/landscape (rockslide)/vehicles (boats).Access: Start and Exit options for each space

Also, immersive detail: art and audio which add meaning to mechanics

Page 15: DGMD E-70 Principles of Game Design LESSON #11: Level Design

CASE Question: What does an FPS need?

Page 16: DGMD E-70 Principles of Game Design LESSON #11: Level Design

Cover:Influence player path

Corridors:Influence player speed

Nodes:Influence player attention

Resource Placement: level distributionspawn balanceplayer guidance

CASE Question: What does an FPS need?

Page 17: DGMD E-70 Principles of Game Design LESSON #11: Level Design

CASE Question: What does an FPS need?

Cover:Influence player path

Corridors:Influence player speed

Nodes:Influence player attention

Resource Placement: level distributionspawn balanceplayer guidance

Pacing

Risk Incentive

Revisiting

Supply/Demand

Scene Composition

Controlled Freedom

Page 18: DGMD E-70 Principles of Game Design LESSON #11: Level Design

Question: How can level design help players navigate?

Page 19: DGMD E-70 Principles of Game Design LESSON #11: Level Design

Level Design for Player Navigation: Martin Nerurkar: “No More Wrong Turns”• Discrete Tools: HUD/UI, easily adaptable, convey multiple

types of info, hard to ignore.• Map: Abstract view of game• Markers: In game highlighting or pointers• Compass: Arrow pointing to item/exit/enemy

• Immersive Tools: Part of Environment, single piece of information, subtle

• Attract: Direct player with light, movement, color or “weenies” toward desired area/directions• Identify: Landmarks, style, and in-game signs which

help players orient.• Guide Methods: Architectural (Portal) and natural

(Prince of Persia) lines which guide player attention

Page 20: DGMD E-70 Principles of Game Design LESSON #11: Level Design

PART 2: Level Design Considerations

(d). A Deeper Look: Encounter Building:Forrest Dowling on iteratively developing

meaningful play experiences, considering diverse player perspectives and contexts.

PLAYER FLOW: Plan, Execute, Improvise, RegroupDECISION LAYERS: Strategic, Tactical, TwitchVARIETY: Including multiple enemy types or

challenge types in the same layer, to help insure the experience has rising action.

Page 21: DGMD E-70 Principles of Game Design LESSON #11: Level Design

PART 3: TEAM MEETING(if not in class, then outside as soon as you can)Convene at your team table to discuss observations

and questionnaire answers.• Read responses and review test-runner notes.• Choose a facilitator• Discuss responses—what feel like the biggest

ideas, the most pointed critiques?• Plan to type up and post your notes.

Discuss Production goals for the next class and the two weeks after (over Thanksgiving Break-- next top

priority Backlog items, potentially influenced by tester experience/ observations) and divide work equitably.

Page 22: DGMD E-70 Principles of Game Design LESSON #11: Level Design

Due Next Week:HOMEWORK #11: A FUN Game: 4th Digital Prototype with revised play, more levels, some more art, & audioTEAMS: 1. Divide Unity/Art/Audio production equitably.2. Meet with your team at least twice to discuss

progress, solve problems, and consolidate build.3. Test clarity with at least two NEW players.4. Submit fourth digital build to class next week.Individually: Progress Report #4: Submit typed page: What you agreed to produce, what you accomplished, self-evaluation/related screenshots.

Page 23: DGMD E-70 Principles of Game Design LESSON #11: Level Design

Have an ecstatic week!

And don’t forget to email us with questions:

Instructor: JASON [email protected]

Available an hour after class and daily email.

Unity TF: Julia [email protected]

Lab hours: Thursdays 7-7:40, daily by email