Level Design Techniques.
Hi, my name is Rodrigo Contreras and i'm a Lead Level Designer in Takay Games. Actualy, i'm studing techniques about how to efficiently design a level for a given game. In this moment, i'm studing and developing a technic based in the Programing flow chart. That way, i analize in a player perspective way, how the gameplays develops, without adding any technical or coding issues, but using the same tools or keys that a common flow chart does. With that, i have a clear scenario of what need to happend. Then, i create some rules and laws that MUST happend between every event in the game, obviously, this "must do" are balanced and not are a rock in the way for the player. For example, a player spawns, and choose a strategyc roll in the team (CTF for example). but first, he needs to deal with two things: A path to acomplish he's mission and pickups to endorse he's actions and not die with in the first enemy incoming. So, we have a player, he's objetive, and we need to goive him a path or road. In many games, most of them, he will have 3 or more paths to accomplish it's mission. Then, we balance each way, giving one of them, easy enemy contact but powerfull weapon, ther, maybe, fast enemy flag capture, but, not to powerfull weapons. Other case, the defenses will have presition shooting weapons... well, i don't know, i'm just trying to give an example. Soon, i'll be uploading my first map made with this method, but I need to find some hosting first. It will be for UT2004 DM based game. Well. Any comments? opinions? Regards. Rodrigo Contreras Lead Level Designer Takay Games
What you've got there seems like a good method, and is quite similar to how I tend to design levels myself. I find that a good first step is to detail all the requirements of the level, as a simple dot-point list. This includes any items that must be on the level, any specific scenery, any specific characters, etc. At this point, it's probably a good time to consider the continuity of the game's storyline, if applicable - where is the player coming from, what will they be expecting to see, and what equipment are they likely to already have (if applicable).
After I have these lists, I then think about what should logically be in the area. For example, say the level is set in a warehouse; in real life, a warehouse is used for storage: There will probably be pellets, crates, perhaps a forklift or other equipment for moving things around.
Keeping all the above considerations in mind, you can then begin to sketch out a design of the level (on paper or something, I use a small whiteboard). Mark out the locations of important items, including the players entrance and exit points, the locations of any objectives, etc. Make the level logically make sense for what it is; in the warehouse example, there should probably be walkways to get around the crates, and if there is a forklift, it must be able to move around somehow, so there must be a large enough space.
With this rough map, you can now start to put in more detail - does the player require specific items in order to complete some objective in the map (say for example, a C4 explosive to destroy a generator or something) - if the player isn't given these required items, then they must be able to get them within the level. Is the whole level going to be interesting for the player? There shouldn't be any overly long periods of walking without doing something else, but conversely, neither should it be completely packed with enemies. Don't forget to give the player spots where they can rest for a moment if they wish. As you've mentioned, the level should have a bit of variation to it.
After that, check that the design you've made is feasible with the technology being used - you should have been keeping this in mind during the rest of the process, and so should only have to make small changes if any are required. For example, your design can't have stairs if the game isn't going to support them.
At this point, you can actually create the level - pass along the relevant information to the artists if applicable for any custom items the level might need, and use whatever tools you're using to create the level. Then, test it. Make sure it works out how you think it will - and have some other people test it; solutions to any puzzles will be obvious to you as the designer, but will someone else be able to figure out that they need to shoot out the fuse-panel to get past the electric barrier?
After I have these lists, I then think about what should logically be in the area. For example, say the level is set in a warehouse; in real life, a warehouse is used for storage: There will probably be pellets, crates, perhaps a forklift or other equipment for moving things around.
Keeping all the above considerations in mind, you can then begin to sketch out a design of the level (on paper or something, I use a small whiteboard). Mark out the locations of important items, including the players entrance and exit points, the locations of any objectives, etc. Make the level logically make sense for what it is; in the warehouse example, there should probably be walkways to get around the crates, and if there is a forklift, it must be able to move around somehow, so there must be a large enough space.
With this rough map, you can now start to put in more detail - does the player require specific items in order to complete some objective in the map (say for example, a C4 explosive to destroy a generator or something) - if the player isn't given these required items, then they must be able to get them within the level. Is the whole level going to be interesting for the player? There shouldn't be any overly long periods of walking without doing something else, but conversely, neither should it be completely packed with enemies. Don't forget to give the player spots where they can rest for a moment if they wish. As you've mentioned, the level should have a bit of variation to it.
After that, check that the design you've made is feasible with the technology being used - you should have been keeping this in mind during the rest of the process, and so should only have to make small changes if any are required. For example, your design can't have stairs if the game isn't going to support them.
At this point, you can actually create the level - pass along the relevant information to the artists if applicable for any custom items the level might need, and use whatever tools you're using to create the level. Then, test it. Make sure it works out how you think it will - and have some other people test it; solutions to any puzzles will be obvious to you as the designer, but will someone else be able to figure out that they need to shoot out the fuse-panel to get past the electric barrier?
- Jason Astle-Adams
i find your method very interesting, and similar to my method. I can add, that when i create the map, i don't usualy draw the paths and ways. I think that doing that can disturb a little bit who do i see the map it self. For example, when i created DM-Rush (hopefuly uploading soon), i had a rough concept of what it was going to be the map, so, when i "phisicaly (in the editor)" was creating the map, the proportions of how far and how close of the elements must be for example. I can get a more acuarate position that way... i don't know, it feels more confetable do a map with estructural inprovization... that way, i'm not forced to follow a structure, that might be wrong. Obviously, i try to balance the structure at the same time.
-Regards
Rodrigo Contreras
Lead Level Designer
Takay Games
-Regards
Rodrigo Contreras
Lead Level Designer
Takay Games
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