Sunday, 29 December 2013

Level Design: Getting From A To B Without Being Bored

Level design is a long, complicated process...

There's a lot that goes into level design that I think people take for granted.  It's a long and complex process that incorporates a variety of different areas that the designer needs to consider.

The primary aim of level design is to create a playable space that your player can navigate with ease to achieve a goal you designer has set out for them, whether that be get from point A to point B, or if it's a multi-player map in which you must hunt down your fellow players. Playability is key; if your player can't navigate the space then you've not designed a great level. However, there is a little more to it than that. You need to make sure that while the player is navigating, they aren't bored out of their minds. While designing a level, you need to continually think "what will the player think about this?" or "will the player be enjoying this?". The purpose of a video game is ENTERTAINMENT so make it fun or people won't be interested in your game.

Suggested workflow for Level Design -University Lecture

There are a few different workflows you can follow when designing levels. The one we learnt about at University is pictured above in flow graph form, but there are others. This article on World of Level Design really helped me understand a little more about the workflow needed when designing your level. Again, this goes back to the planning and concept stage we spoke about in an earlier post, but you need to have a level plan first. This will save you time in the long run and allow you to already have the paths you want your player to follow, and any alternate routes or secret areas you want to have present. After this, block it out in the chosen engine. This is called whiteboxing and in so useful for understanding the size and scale of the playable space, allowing you to figure out where your assets will go and where certain events will take place. It also means you can use screenshots to concept over, so you can visualise the space better. Looking through the polycount forums, a found an aspiring Game Designer by the screenname CurtWad who was working on a project called Argatona Station in 2011 and his whiteboxes are fantastic. I recommend checking out his project.
CurtWad's Argatona Station - Whitebox
CurtWad's Argatona Station - Whitebox


CurtWad's Argatona Station - Level Plan

It is a Game Art course I'm on so I'd best talk about the importance of visuals in level design as well. The graphical fidelity is obviously important, but there is more to it than that. REFERENCE IS EVERYTHING. You want your map to be relatively believable. Even in a fantasy setting there has to be something to ground it to reality. For example, even in games like Mass Effect, the environments and levels that they create feel relatively believable. whether it be the Normandy or an alien planet, they feel like liveable spaces.

A big thing that you should think about is the uniqueness of your map. Like I explained before, it's all about entertainment. How much is the player enjoying your level? If they've played something that looked exactly like it before, they won't be nearly as interested as they would be if you're giving them a unique experience. This can be achieved through gameplay, but more often than not it's achieved through the visual aesthetic of your level. This can be done with a hero asset, colour scheme or a particular style you've chosen to use your textures or models. Looking back to Mass Effect, you can see it in the Citadel DLC. The Silversun Strip is the new area introduced on the Citadel and the colour scheme is very vivid and bright with lots of blues and purples with neon signs and bright lights. Each area within Mass Effect has a different colour scheme and visual motifs and it helps keep the game fresh and interesting for the player.



Atmosphere is something else you need to take into account when thinking about the visual feel of your level. Again, much like with the Citadel DLC, the colour plays a big part, but lighting is probably the most important thing involved in creating the atmosphere. The lighting and colours in the Silversun Strip and the asset placements and people that populate the area all create this bustling, flashy feel; wealth and excitement.


This is where your reference will come into play as well. Getting pictures of areas with the lighting conditions you want will be invaluable to you when creating your lighting. Especially in exterior levels. Depending on the time of day and the time of year, the lighting conditions will be different so your level should reflect that. It all adds up to creating that sense of realism. Atmosphere can make or break your entire level;  you're aiming for suspense but your level doesn't feel tense or scary, you need to go back and readjust.

Another important thing involved in level design is story. I touched on this when I wrote about environment design in my first year blogs, and reviewing it has made me think about Dead Space in terms of level design. Like I previous explained, within your level you can tell an entire story without using any characters. So many different games do this, from Left 4 Dead to Dead Island to Dead Space (a lot of "deads" there). It helps to create a more realistic, lived in environment and that will give the player, hopefully some extra entertainment  and something more to explore. As well as this, though, your level must convey they actual objective so the player can navigate their way through the map and they understand their purpose there.


This barely covers the complicated formula that is Level Design. There is so much more to talk about and people spend entire careers trying to perfect their abilities in this particular area.

I've been studying Game Art for a year and a bit. I'm no expert, so forgive me.

If anyone reads this and has and tips or interesting theories and workflows, please message me/email me or let me know. I'd be interested to hear any tips you guys have. 

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