DGMD E-70 Principles of Game Design LESSON #11: Level Design TODAY: 1. Digital Prototype Testing! • • • • 2. Level Design Considerations: Lighting for Mood and Focus LD Basics: Jay Wilbur Navigation: Martin Nerurker Encounter Building: Forrest Dowling PART 1: DIGITAL PLAYTESTING SET UP (<5 minutes): 1. Teams Choose Tables 2. Set up game digital prototype on 2-3 laptops. 3. Decide initial Observers (1-2) and Players. 4. Discuss: Do you want 1-3 points/ instructions to share with visiting players? Write them down! PART 1: DIGITAL PLAYTESTING PLAYTEST ROUNDS (20 minutes): 1. Observers stay to manage playtest, Players find other games to play. 2. If team chose 1-3 instructions, give them. 3. Players attempt to play prototype (5-10 min). Observers take notes! 4. Players fill out questionnaire (5 minutes). 5. Time permitting, discuss answers. PART 2: Level Design Considerations (a). LIGHTING: 1. What are the properties of light at your disposal?: Direct illumination, indirect, primary and secondary lightsources, static and dynamic lights, colored light and shadows, choices in what is lit and what is not to create meaningful shapes/drama. Also, animated Lighting! 2. Light as mood-setting. 3. Light for leading player attention. 4. Light for navigation. PART 2: Level Design Considerations (b). Level Design Basics: The FPS: Jay Wilber Article on basic issues. (c). Level Design Navigation Solutions: Martin Nerurker article on Spatial and Design considerations to enhance gameplay and user navigation. Question: What is Level Design? Question: What is Level Design? What is the job of a level designer? Not just an architect, designing space: Where/when to place hostile AI? Must judge what is fun, what gameplay elements motivate players, what creates an immersive experience (art+sound), what advances the storyline, and also what fits the rest of the game -- Jay Wilbur (id Software, Epic) Question: What is Level Design? Question: What is Level Design? Question: What is Level Design? Question: What is Level Design? Question: What is Level Design? Good Level Design Considerations: Setting: elements implied by a school, train station, space station? Lay out larger map before focusing on rooms, and consider how player should feel in each area. Specific Activities by area: base building vs traps, resource gathering. Other Actors: Helpful vs Crunchy vs Boss AI, and their paths. Pickups locations: Health, Ammo, Weapons, Puzzle Pieces, combinable resources, etc. Movable Parts: Doors, keys/buttons, movable architecture (walkways)/landscape (rockslide)/vehicles (boats). Access: Start and Exit options for each space Also, immersive detail: art and audio which add meaning to mechanics CASE Question: What does an FPS need? CASE Question: What does an FPS need? Cover: Influence player path Corridors: Influence player speed Nodes: Influence player attention Resource Placement: level distribution spawn balance player guidance CASE Question: What does an FPS need? Cover: Influence player path Pacing Risk Incentive Corridors: Influence player speed Revisiting Nodes: Influence player attention Supply/Demand Resource Placement: Scene Composition level distribution spawn balance Controlled Freedom player guidance Question: How can level design help players navigate? Level Design for Player Navigation: Martin Nerurkar: “No More Wrong Turns” • Discrete Tools: HUD/UI, easily adaptable, convey multiple types of info, hard to ignore. • Map: Abstract view of game • Markers: In game highlighting or pointers • Compass: Arrow pointing to item/exit/enemy • Immersive Tools: Part of Environment, single piece of information, subtle • Attract: Direct player with light, movement, color or “weenies” toward desired area/directions • Identify: Landmarks, style, and in-game signs which help players orient. • Guide Methods: Architectural (Portal) and natural (Prince of Persia) lines which guide player attention PART 2: Level Design Considerations (d). A Deeper Look: Encounter Building: Forrest Dowling on iteratively developing meaningful play experiences, considering diverse player perspectives and contexts. PLAYER FLOW: Plan, Execute, Improvise, Regroup DECISION LAYERS: Strategic, Tactical, Twitch VARIETY: Including multiple enemy types or challenge types in the same layer, to help insure the experience has rising action. PART 3: TEAM MEETING (if not in class, then outside as soon as you can) Convene at your team table to discuss observations and questionnaire answers. • Read responses and review test-runner notes. • Choose a facilitator • Discuss responses—what feel like the biggest ideas, the most pointed critiques? • Plan to type up and post your notes. Discuss Production goals for the next class and the two weeks after (over Thanksgiving Break-next top priority Backlog items, potentially influenced by tester experience/ observations) and divide work equitably. Due Next Week: HOMEWORK #11: A FUN Game: 4th Digital Prototype with revised play, more levels, some more art, & audio TEAMS: 1. Divide Unity/Art/Audio production equitably. 2. Meet with your team at least twice to discuss progress, solve problems, and consolidate build. 3. Test clarity with at least two NEW players. 4. Submit fourth digital build to class next week. Individually: Progress Report #4: Submit typed page: What you agreed to produce, what you accomplished, self-evaluation/related screenshots. Have an ecstatic week! And don’t forget to email us with questions: Instructor: JASON WISER JasonWiserArt@gmail.com Available an hour after class and daily email. Unity TF: Julia Knight jaeteekae@gmail.com Lab hours: Thursdays 7-7:40, daily by email