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Level Design
defined as the creation of environments, scenarios, or missions in an electronic game
Structure
Levels can be used to structure a game into effective subdivisions, organize progression, and enhance gameplay. When designing levels, consider their goal, flow, duration, availability, relationships, and difficulty.
Objectives
Each level should have a set of these that the player understands
Flow: Two things that the game developer should address while designing a level
You want to make sure that a player stays in a particular area of a level until he has accomplished the necessary objectives.
You also want to prevent the player from returning to a particular area once the objectives associated with that area have been met.
Duration
“How much time should be spent on each level?”. One universal rule seems to be that a player must complete at least one level of any game in a single session
Availability
You need to consider the various gameplay goals in the game and ensure that each level covers one primary goal
Relationship
"What are the relationships between levels in the game?". Think of each level as a scene or even an episode within a larger story
Progression
"How do you pace the game’s progression through level design?" You want to make sure that a game’s difficulty slowly increases as it continues
Time
can also be thought of with respect to real-world time. “Game time” can move slower, faster, or not any differently from realworld time
Authentic
Some games try to portray time authentically and use the passage of time as a gameplay characteristic
Limited
Time is sometimes implemented as a part of the setting of the game but not of the gameplay itself. It creates an atmosphere and provides some variety, but it does not alter gameplay
Player-Adjusted
players may modify the time associated with game levels
Altered
Several games incorporate this as an effect. Max Payne was the first game to use bullet time, the technique of going into slow motion while retaining the ability to move the camera’s viewpoint at normal speed
Space
incorporates the physical environment of the game including its perspective, scale, boundaries, structures, terrain, objects, and style (color, texture, look, and feel)
Camera & Perspective
show the action at the best possible angle; more generally, they are used in 3D virtual worlds when a third person point-of-view (POV) is required
Omnipresent
the player has the ability to view different parts of the game world and can take actions in many different locations of the world (even if parts are hidden at times)
Aerial (Top-Down)
shows the player the game as seen from above a bird’s-eye view
Isometric
the player can look slightly across the landscape at a 30- to a 45-degree angle; you can create many different angles of objects and then place those objects on the screen
Side-Scrolling (or Flat/Side View)
classic 2D arcade games used this to create the illusion of space. The player character would travel from left to right horizontally across the screen as the background moved from right to left
Parallax scrolling
The camera moves vertically or horizontally, with different layers moving at different speeds which gives the feeling of depth
Terrain & Materials
Environmental materials such as metal, glass, sand, gravel, sky, and clouds directly influence the look and feel of the game; a shading model defines how materials behave when they are lit
Radiosity & Effects
Without the proper application, players will not be able to navigate through the game environment nor will they be able to see and interact with details that might determine whether they can progress through the game.
Scale
includes the total size of physical space and relative sizes of the objects in the game
Realism
Actual photographic and land-height data is used to create a realistic model for most flight simulators; consider how much detail you want to include in your game.
Style
influences everything from the character, interface, manual, and packaging
Two main style forms
the style of the objects in the world, and the style of the artwork that will depict the world