Tuesday, 29 November 2011

Level Design


level design is the creation and design of levels in games. Level designing is very important; there is not point making a game look pretty if it just isn't fun to play. Level designers must create the layout of the environments in a way that is engaging and interesting to the player, and also functions well in terms of structure.


The starting point for level design is the blocking out of were buildings and objects are in a level. level design also includes the placement of places enemies will spawn, where check points are placed, where special events happen and the placement of objects the player will be able to interact with (for example buttons or doors This often takes place before any art is created. In our last guest lecture, we were told that often the concept artists are given just the blocked out level and asked to paint over it to create a concept for the environment. ).


Interaction with the level is very important to engage the player. According to an article on level design,

 'Interaction with your environment helps establish a connection with the environment'.

This means that a player can interact with a level, and can do more than simply walk through it, it becomes more interesting and they feel more involved in the game. If a player can participate in the environment, such as pushing buttons, shooting exploding barrels and opening and closing doors, they will find it a lot more exciting to play.


One of the major pitfalls that level designers fall into is making the layout too complicated.  The best designs are usually simple. But just because a level is simple doesn't mean it's not interesting.  Getting lost in a level is extremely frustrating, so level designers need to make sure the player is able to negotiate their way with relative ease. A really simple way of doing this is to use lighting, as players will naturally move towards a bright light. Also, establishing landmarks, such as a large building or a river, can help guide the player the way they are meant to go. Using these different things, the level should not be difficult to navigate.


'Each level in itself is its own story. As level designers, you set up the thesis by preparing the initial situation '

This means that all levels should tell a story. A good example of this is in Portal. Most of the story is told through the environment. For example, the player can find very easily the behind the panels areas, which contains scribbling and other things left by another person. This lets the player know that someone before them has been trapped in these tests before them, and tells the player a little more about the history and purpose of the environment. In this way the level can tell a story without any words. Endless exposition can be very boring and disengaging for the player. For example, how much more effective is it to show something happen, then just be told about it?




http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d2-level-design-tips-part1.php
http://www.gamasutra.com/view/feature/3329/beginning_level_design_part_1.php?page=4

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