Concepts

Philosophies

  • A good level design is:

    • Fun to navigate.

    • Don't rely on words / Tells what, but not how.

      • Let the player fill the gaps with creativity and exploration.

      • Give choices to the player, letting them explore and be creative.

      • Be creative in ways to tell the narrative. Don't give walls of text to be read.

    • Constantly Teaches / Is Surprising.

      • Example from Zelda, which turns the game into a huge tutorial: a new mechanic is introduced, many ways to use it are taught, then it is tested in a "boss"; sometimes after the boss the mechanic returns and surprises the player with another use that wasn't explored.

      • Creative re-use of mechanics.

      • Beware of being predictable. Disturb expectations.

    • Deliver the fantasy.

      • Adapt challenges based on atmosphere and the game's pitch. For example, make challenges easier when they conflict with narrative or the game's focus.

      • Let the fantasy and emotion guide you, then design the level.

    • Is efficient.

      • In short, rely on reusing content without making it feel repetitive.

      • Modular design, where mechanics return in familiar ways.

      • Bi-directional design, so that GOING to a level is very different from RETURNING from it, making it interesting and better than simple backtracking.

      • Create levels and mechanics that are meaningful.

  1. Have a clear goal.

    • Make it obvious.

    • Make the goal worthy of being a goal.

  2. Keep it fresh.

    • Flip each card one by one, instead of showing every mechanic upfront.

  3. Don't waste space.

  4. Following the flow.

  • LevelDesign: Design philosophy tips .

  • Make the systems before the map .

    • Make a house first so people can move in? What if people have certain requirements?

    • Use the level as a vehicle to transport the player between systems.

    • The advice is basically to make the systems before making the map, so to avoid reworking on the map later when new mechanics are added.

    • Having temporary sprites for enemies and mechanics helps.

Composition

Narrative

  • Pacing .

    • Discusses 'gameplay beats' and action regulation. Very interesting.

  • "If you don't make down-time in your game, people will seek down-time outside of your game".

  • Bait and Switch / Plot Twist .