Level Design
Sources
Explanations
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Very interesting and broad.
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Focuses on level design for multiplayer and shooters.
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Talks
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GDC .
References
Workflows
Pre-Production
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A Portal 2 level is planned in text form.
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Planning with Bubble Diagrams .
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Just a different way to organize ideas, like organizing them in text.
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15 questions a level designer should ask about their level .
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Why is this interesting?
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Is it clear to players why this is interesting?
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What is this game really about?
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What kind of spaces work best for this game?
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Is this level/area bigger than it needs to be?
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Is my level needlessly flat?
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Am I just doing this because itβs what games usually do?
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Should I get feedback on this now?
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Is this really necessary?
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Is this how players will actually play it?
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Are the different areas and beats of this level distinct?
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Are there any interesting surprises?
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Is this too cliche?
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Whatβs the relation of this level to the other levels in the game?
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Is this level intrinsically interesting?
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Another 15 questions a level designer should ask about their level .
16. Does this level have the right amount of ideas in it?
17. Is there a simpler way to do this?
18. Could I make my objectives more narratively interesting?
19. Are there any mechanics that are underused?
20. Can I make my NPCs less generic?
21. Can I make this level/game less thoughtlessly violent?
22. Can we do that cutscene or story idea more interactively?
23. What if I had to ship this level next week?
24. How does my level come across in terms of gender representation?
25. Will players of all skill levels have a good time?
26. Is this just filler?
27. What happens if the player just runs through the level?
28. Is it important for this sequence to be challenging?
29. Could I just cut this?
30. Am I working too much, or too hard? -
Jump height, jump distance, distance between points of interest .
Blockout
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"Maximum information, with minimal effort".
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It's about level design in Uncharted Lost Legacy.
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I didn't find the second part of the video very useful, since I already knew the concepts and have seen them presented better by BlenderGuru.
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{1:21 -> 27:19}
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The video gives good tips and explanations on how to create natural guiding lines for the player to make navigation smoother through the level.
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It also explains the use of "blockmesh", which is basically the same as 'level design prototype blocks'.
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Common problems in blockouts .
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Too big.
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Too symmetrical.
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Too flat (non-vertical).
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Too open.
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Too empty.
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Too linear.
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Too samey (no variation).
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Too generic (no uniqueness).
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Stairs .
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Interesting.
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{1:46}
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Talks about the ideal proportions for realism.
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Action Blocks
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*About:
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About level design in Titanfall.
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Discusses using Action Blocks to plan and produce ideas that are interesting and add to the gameplay.
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The whole video shows the design process for the game's singleplayer levels while commenting on design problems and ideas that did not make it into the final game.
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It's interesting to watch. It's somewhat relaxing to see an explanation that includes failures and development prototypes.
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It explains how focusing on 'cool action movie scenes' had a negative impact on the game's development by not actually developing the game's mechanics. Action Blocks were proposed as a remedy. They are a kind of game-jam within the same game, made as cheaply as possible visually, aiming only to develop mechanics WITHOUT 'heroic cool moments'.
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The timeline for an Action Block is 1β2 weeks per Action Block. They spent about 6 weeks on this approach.
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The purpose is to inspire and share ideas. It's not necessary to choose any of the developed mechanics.
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Modularity
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Modularity, Granularity and the use of Kits .
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*About:
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It's about level design in Fallout 4.
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Very focused on modularity and element granularity when building a 'kit'. Very interesting. Useful when planning large-scale games.
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{16:16 -> 17:26}
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Explanation about granularity of kit elements. This reduces redundancy when making changes while giving freedom for modification and easier terrain destruction.
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{17:33 -> 19:16}
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Discusses the problem of working with granularity and how to handle the increase of objects in a scene. The approach used was to create Prefabs (Godot scenes) that group granular objects inside the engine to reduce the number of loose objects in the level.
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{19:16 -> 22:00}
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Addresses the workflow involving the kit and how it communicates with other stages of level creation.
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{22:00 -> 28:15}
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Very interesting part of the talk about priority when deciding which assets should be made first. The approach used is generic pieces -> variant pieces -> hero pieces . This comes from a level designer perspective rather than an environment artist, but it shows that the most tedious pieces to make are often the ones that most signal progress in game development.
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{28:21 -> 31:20}
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Interesting demonstration of the advantage of using kit granularity, showing different scenarios built using granular design.
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{32:23 -> 34:59}
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Use of kits that don't rely on snapping, e.g., construction kits, cosmetics, irregular things.
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{44:31 -> 52:12}
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More demonstrations of modular assets using granularity.
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Shows some assets that use a 'socket' system allowing one socket to fit into another's 'hole'.
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At the end it also shows the Prop kit used to create machines and so on, further illustrating the advantages of modular design even in non-regular situations.
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Walkthroughs
Half Life 2
Quake
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Creating maps for Quake (part 1) .
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Theme, planning, initial blockout, etc.
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Creating a map for Quake (part 2) .
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Lighting, mechanics, details, etc.
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Creating a map for Quake (part 3) .
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Playtest and polish.
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Make the design more interesting by introducing more abstractions .
Concepts
Philosophies
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!
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Fun to navigate.
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Don't rely on words / Tells what, but not how.
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Let the player fill the gaps with creativity and exploration.
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Give choices to the player, letting them explore and be creative.
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Be creative in ways to tell the narrative. Don't give walls of text to be read.
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Constantly Teaches / Is Surprising.
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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.
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Creative re-use of mechanics.
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Beware of being predictable. Disturb expectations.
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Deliver the fantasy.
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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.
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Let the fantasy and emotion guide you, then design the level.
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Is efficient.
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In short, rely on reusing content without making it feel repetitive.
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Modular design, where mechanics return in familiar ways.
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Bi-directional design, so that GOING to a level is very different from RETURNING from it, making it interesting and better than simple backtracking.
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Create levels and mechanics that are meaningful.
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Composition
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Affordances / Intentionality, World Building and Interactive Narrative .
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{3:45}
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Shows a slide with the video's premise: the connection between Presentation, Gameplay and Story.
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{4:05 -> 24:42}
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Affordances and Player Intentionality.
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{24:42 -> 35:05}
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World Building.
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{35:07 -> 49:20}
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Interactive Narrative.
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Great video covering level design fundamentals as the speaker navigates the created world.
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Interior Design for level design .
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Excellent video. Very dense and valuable.
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The video ends at {47:30}.
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The speaker is Dan John Cox.
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Refuge Space and Prospect Space .
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It's about level design in HyperLight Drifter and Sunset Overdrive.
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Not a very practical video, but I found the concepts of 'refuge space' and 'prospect' interesting.
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Recommends the book 'An Architectural Approach to Level Design - Christopher W. Totten'.
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{11:55 -> 15:44}
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Explanation and examples of 'Refuge space' and 'Prospect', as ways to convey safety vs danger.
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Framing .
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Talks about 'funnels' and 'choke-points' to "control" the direction the player will be looking.
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Narrative
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Pacing .
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Discusses 'gameplay beats' and action regulation. Very interesting.
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"If you don't make down-time in your game, people will seek down-time outside of your game".
Analyses
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I go into a bit more detail in my analysis in my personal notes. This is just here for: I forgot.
Hollow Knight
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Grub challenges ; I watched them all.
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The challenges do not introduce new mechanics, so solving them often depends on the player's execution skill.
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Some involve parkour challenges.
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Some of these involve an extension of the current parkour challenge in the level.
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Some require metroidvania unlocks to obtain.
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Some are obtained almost automatically, so the challenge is finding the grub; for example, hidden behind breakable walls, sometimes requiring following the sound.
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Destiny 2
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Imbaru Machine.
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The introduction of encounter mechanics is poorly done, so sometimes the encounter ends and I still don't know why the solution worked.
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Dungeons and Raids.
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After thinking about all raids, I didn't find any that present mechanics in an investigatory or interesting way.
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"Wipe and try something new".
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Many dungeons and raids are based on that. They often require cooperation and understanding allies' POV.
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"Reduce the mechanic to the absolute simple and induce that it be discovered, without forcing wipes".
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An example is the Prophecy, Duality, which remove all elements except the relevant ones and then test the player with a trivial challenge; usually some wipes are spent to understand the full nature of the mechanic, so it still ends up a bit like the method above.
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