Agenda Level Design Making Levels for fun and profit and other associated dark arts. Dave Feltham BioWare Corp • • • • • • It’s All About Me What is Level Design? How are Levels Created? Good Habits Bad Habits It’s all about the Games… Lead Level Designer [email protected] Who the Hell Am I? What is Level Design? Level design or game mapping is the creation of levels—locales, stages, or missions—for a video game (such as a console game or computer game). This is done using level design tools, special software usually developed just for the purpose of building levels. What is Level Design? • The Designers that Make the Worlds • The artistic side of Design that deals with the look, as opposed to the technical, where scripting is involved (however a level designer might do scripting as well) • Work with every department hand in hand • Level Design is about funneling and balancing all aspects of game development. – It’s about balancing the needs of many departments. • Design, for fun gameplay • Level Art, for visual integrity • Writing, for plot fulfillment • Technical Art and Code for streaming • So…. • The weight of a great gameplay experience is on the shoulders of a Level Designer (and Tech Designer) because they bring everything together. How are Levels Created? How are Levels Created? World Building Examples of the workflow used by various companies. Designer Final Concept Artist Level Artist/ Layout Artist Who Uses this Method? • • • • Depends on the project and the people. Bethesda did on Oblivion BioWare did on Jade Empire and Baldur’s Gate Pseudo Interactive did on Cel Damage – Though we also used Foam Core models How are Levels Created? Level Design = BRAINSTORM •Level Designer •Writer •Level Artist •Technical Artist •Technical Designer •Concept Artist = Level Designer White Box method of Level Design: • Concentrates on volumes of geometry rather on artistic details • Concentrates on the feel of an area (verisimilitude) • Concentrates on gameplay (Combat and exploration) • Work with every department hand in hand – Collaborate and Communicate Level Artist Final Who Uses this Method? • Pseudo Interactive did on the Full Auto franchise • Ed Byrne used this on the SOCOM series • We are using this right now. What things should I worry about in Level Design? Come-on. Anything can be a Game Level! CE SPA D DEA CE SPA D DEA Vistas Verisimilitude Game Balance Are there A Is Sense the area ofpoints Place fun?of interest that are visually stimulating? • Realism isn’t fun! – We’re making games, not 3D representations of reality – Even Sims aren’t entirely real. They are just designed to LOOK or feel real – Take into consideration your Camera and the pacing. What are the things I have to be aware of when building a level? • • • • • Leading Directing Choices Gating Streaming Leading Leading… • Placing objects or enemies, or designing your level so the player feels compelled to go a certain way • The Hotel Lobby Thermal Goo Directing Directing… • Placing information that tells the player where to go. SUBTLE Need For Speed: Underground IN YOUR FACE Full Auto • Tunnel Shooter: you can only go one way Gating Gating • You can limit where a player goes by gating their progress which Ensures Pacing Plot Coloured Keys • Blocking geometry Puzzles Choices Choices…. • You can add depth to a Level simply by providing Choices Choices were real choices that affected the outcome of parts of the game or how the game played. Bioshock: Go Left or Right? Oblivion: Go to which city? Kill what Creatures? Choose what Conversation? What Class? What’s That? What’s that over there? False Choice False Choice • Doug Church, credited as ‘Himself’ on Thief: Dark Project, gave a talk with Warren Spector (creator of Deus Ex) at GDC in 2001. – Argued about Real Choice and False choice Blah Blah Blah Blah Blah Blah False Choice Blah X Streaming • Entirely different lecture • Is different depending on the scope, project, engine and coder • BUT! • There are ways to anticipate streaming without knowing what the format will be Streaming… Loading Tunnel • An area of little information that dumps the previous area’s data and loads the next area’s data Streaming… Switchback •A form of loading tunnel, but doesn’t have to be in a tunnel •Allows you to load a new area while the old area is being culled •Seen in such games as The Darkness, Call of Duty •Forces the player’s line of sight away from the dumped information •Seen in such games as Bioshock, Jade Empire, Kingdom Hearts Streaming… Funnelling •Coming to a point where there is only one access point •When you pass through that funnel point into the other area, you end up having more of an hourglass look, where each side has different data, except at the funnel points where it is shared data Streaming… Hard Gate Or THE LOADING SCREEN •The ‘end of the level’ where a loading screen will appear •Though not ideal, still done: Bioshock, Oblivion both do it. Loading…. •Pulls the player out of the game. •Darkness had an ingenious way: Play a movie of the protagonist talking in a monologue to the player, while loading is happening. •Burnout had some of the worst loading screens/times ever! What is Bad Level Design? • When a player gets lost What is Bad Level Design?... • When a player gets bored Grand Theft Auto: San Andreas They let you go anywhere at any time! Hello? HELP! Elder Scrolls: Oblivion They ALSO let you go anywhere at any time! Plus: Giant fields of grass! What is Bad Level Design?... • When a player gets really bored… Yawwwwwwn What is Bad Level Design?... • When a player is pulled out of the reality you have established. Doesn’t look like MY kitchen. Half Life 2 They let you drive a boat! For a very long time! And then do the same with a car! Some games will adapt common room sizes, like a kitchen, to fit for their game, thus making mansion sized kitchens in subsidized housing. What is Bad Level Design? • When a player gets annoyed •Which could be any of the previous points •But also could be a combination of a few things that causes the player to become increasingly irritated. Seriously Annoying. What is Bad Level Design? • Random Dungeons – Not necessarily bad: Diablo II had them – Repetitive BAD • In order to get from A to F in the world • you had to go through Z then G • C then A • then E to F Flow • To keep a player from being annoyed, one must consider flow. – Is a player constantly faced with loading screens? – Is a player sent on Fed-Ex quests, sending him from point to point – Is a player lead through annoying gates to do a simple task? Tale of 2 Flows Tale of 2 Flows • Neither of these games do it perfectly, but it shows how the same style of gameplay can be done differently, with similar results Jade Empire’s Arena Oblivion’s Arena Tale of 2 Flows •Go through several rooms before meeting Qui, the man who will let you into the arena •Participate in long conversations before.. Jade Empire’s Arena •You view movie that establishes the scene •You view a movie that establishes your enemies •Repeat the process whether you win or die. •If you want to watch the fight and make bets, you have to go through a loading screen as the bookie is outside of the arena. •So that’s Bet > Loadscreen > Watch > Loadscreen > Bet Oblivion’s Arena •If you want to fight, you have to enter the basement (loadscreen), talk to someone who will let you into the fights and pay you (conversation), and then go to the loading tunnel for the arena (loadscreen) Tale of 2 Flows Why is this an LDs responsibility? • As Level Designers, the people who bring everything together, it is up to us to advise, or create flow that makes sense. – It is up to us to not annoy people. Water can I didn’t flowsay or itthat. can crash. Be water my friend. Let the Player flow through the level, don’t let them crash!! What are you Trying to Say? • We are the glue that holds all the depts. Together. • We are the architects who provide the blueprints • We help ensure a player is satisfied Dave Feltham Lead Level Designer BioWare Corp [email protected] PLAY THESE GAMES OR DIE Some Reading Max Payne Level Design http://www.gamasutra.com/features/20020508/maatta_pfv.htm Game Level Design By Edward Byrne
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