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Level design Game Idea Development. What is a Level?  Define what a level is first  Is a separate area in a game's virtual world.  Sometimes called.

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Presentation on theme: "Level design Game Idea Development. What is a Level?  Define what a level is first  Is a separate area in a game's virtual world.  Sometimes called."— Presentation transcript:

1 Level design Game Idea Development

2 What is a Level?  Define what a level is first  Is a separate area in a game's virtual world.  Sometimes called an act, area, board, chapter, course, episode, game, landscape, map, mission, phase, plan, round, section, stage, wave, world, or zone  The term is derived from early role-playing games, where it referred to levels of a dungeon - the setting most such games were played in.  Players would begin at the bottom (level 1), and proceed through increasingly numbered levels (of increasing difficulty) until they reached their freedom at the top,  or they would start at the top (which would also be level 1), and proceed through increasingly numbered (and difficult) levels until they reached the treasure at the bottom.

3 What is level design?  What is level design and how is it related to gameplay?  Uses of levels  extend the length of a simple (and short) game  by allowing a victorious player to play again on a higher difficulty setting (such as tougher opponents),  a different game setting (such as a different maze layout), or both.  The game can last much longer and be more interesting without changing the basic gameplay style.

4 Uses of levels continued  Programming constraints such as a limit on primary memory with which to store graphics and sound still necessitated many games being split into levels - or from another point of view, using levels allowed a great deal of variety in the game despite hardware limitations.  Some modern games have attempted to gain the benefits of a level system while giving the impression that the games are continuous - i.e., one long game rather than levels. In these games, data required for an upcoming level is loaded into memory in the background as the player approaches it, a process known as prefetching.

5 Advantages of levels  One advantage is that non-stop action can overwhelm a player if the game does not afford the player points where he or she may rest, and levels break the game up into manageable sections which allow for this.  Another advantage is that while a player can usually only complete a game once, they can still achieve a degree of satisfaction each time they successfully complete a level.  Side note: Games which do not have levels in the strictest sense usually have some other satisfying objective which can be achieved more than once

6 How to build a level  It is very much like making a drawing, painting or print  You start with the big shapes and then  You add in more detail as the piece gets closer to being finished.  Watch as this guy – lays out the big shapes and then adds value and then detail  Shapes (structure) > Value(space) > Detail  That is how you draw…  http://www.youtube.com/watch?v=Tiqs6dSHnwY http://www.youtube.com/watch?v=Tiqs6dSHnwY

7 This looks magical because The artist figured it all out ahead of time – But he went through the same Shapes > Value > Detail stages as the last one. http://www.youtube.com/watch?v=T7v50jh25 j0 http://www.youtube.com/watch?v=T7v50jh25 j0

8 Here are your shapes for level design Structure Time Space

9 Structure The things to think about – Goal – Flow – Duration – Availability – Relationship – Progression

10 Structure: Goal Watch this one on your own http://www.youtube.co m/watch?v=8RC718Ox wEo http://www.youtube.co m/watch?v=8RC718Ox wEo

11 Structure: Flow Watch this one on your own http://www.youtube.co m/watch?v=mGbpx7ecL X0 http://www.youtube.co m/watch?v=mGbpx7ecL X0

12 Structure: Availability

13 Tron http://www.youtube.com/watch?v=lsoEg- gMQ- 0&feature=PlayList&p=37787017345B4FA9&pl aynext=1&playnext_from=PL&index=16 http://www.youtube.com/watch?v=lsoEg- gMQ- 0&feature=PlayList&p=37787017345B4FA9&pl aynext=1&playnext_from=PL&index=16

14 Structure: Relationship

15 Command and Conquer http://www.youtube.com/watch?v=S0JxT5XZ mjI http://www.youtube.com/watch?v=S0JxT5XZ mjI

16 Structure: Progression

17 Progression http://www.youtube.com/watch?v=QhXOWDl ptTs http://www.youtube.com/watch?v=QhXOWDl ptTs

18 Time Authentic Limited Variable Player adjusted Altered

19 Time: Authentic

20 Time: Limited

21 Centipede http://www.youtube.com/watch?v=- wcjwMyUXr4 http://www.youtube.com/watch?v=- wcjwMyUXr4 http://www.youtube.com/watch?v=jxiNm3oe prI http://www.youtube.com/watch?v=jxiNm3oe prI

22 Time: Variable

23 Time: Player Adjusted

24 Time: Altered

25 Space Perspective & camera Terrain & materials Radiosity & effects Scale Boundaries Reality Style – this word is problematic – I would prefer to use aesthetics instead

26 Space: Camera & Perspective Omnipresent

27 Space: Camera & Perspective Aerial (Top-Down)

28 Space: Camera & Perspective Isometric

29 Space: Perspective & Camera Side-Scrolling (Flat/Side View)

30 Space Radiosity & Effects

31 Bioshock They love their cameras, color, radiosity and drama http://www.youtube.com/watch?v=GIGP49ke Qdc&feature=related http://www.youtube.com/watch?v=GIGP49ke Qdc&feature=related

32 Space Terrain & Materials

33 Space Scale

34 Space Boundaries http://www.youtube.com/watch?v=ZaarlDOn Kyk http://www.youtube.com/watch?v=ZaarlDOn Kyk

35 Space Reality

36 Space Style – this word doesn’t work for me: I prefer Aesthetic Choices

37 How do you choose what a thing looks like? http://video.google.com/videoplay?docid=- 6459171443654125383&q=video+art+&ei=5y 4PSJ_rKZXk4AKZ8MiwBA http://video.google.com/videoplay?docid=- 6459171443654125383&q=video+art+&ei=5y 4PSJ_rKZXk4AKZ8MiwBA Form follows function – http://www.humanitiesweb.org/human.php?s=g &p=a&a=i&ID=578 http://www.humanitiesweb.org/human.php?s=g &p=a&a=i&ID=578

38 Aesthetic choices Choice depends on your concept Concept is a derivative of the intersection of – Moment in time when it was created – Place it was created – Expectations of the audience Rothko – http://www.youtube.com/watch?v=oaDokqOsUL4 &feature=PlayList&p=3AD0C3BFFA95E2AA&playn ext=1&playnext_from=PL&index=52 http://www.youtube.com/watch?v=oaDokqOsUL4 &feature=PlayList&p=3AD0C3BFFA95E2AA&playn ext=1&playnext_from=PL&index=52

39 Take Away rather than add http://www.youtube.com/watch?v=tpCWh3IF tDQ http://www.youtube.com/watch?v=tpCWh3IF tDQ

40 Material as well as form follows function http://www.ted.com/index.php/talks/view/id/ 32 http://www.ted.com/index.php/talks/view/id/ 32

41 How a thing looks… Depends on the concept – And then go back and decide the structure? – What type of time does it need? – What type of space is appropriate? Getting in charge of your concept makes all of these fall in line.


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