PowerPoint #11

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DGMD E-70
Principles of Game Design
LESSON #11: Level Design
TODAY:
1. Digital Prototype Testing!
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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
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