Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 9, 2012
 
Activision Blizzard reports better than expected 2011 thanks to MW3, Skylanders
 
DICE 2012: Putting story before gameplay 'a waste of time' says Jaffe [10]
 
What Nintendo's 2011 sales mean for Wii U, third parties [11]
spacer
Latest Features
spacer View All spacer
 
February 9, 2012
 
arrow Principles of an Indie Game Bottom Feeder [13]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [37]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 9, 2012
 
TimeGate Studios
Recruitment Coordinator
 
Adult Swim
Sr. Social Game Developer
 
TimeGate Studios
Server Programmer
 
Blizzard Entertainment
Language Tester, Spanish (Castellano)
 
Blizzard Entertainment
Software Engineer, Web
 
Blizzard Entertainment
Language Tester, Brazilian Portuguese
spacer
Blogs

  The Three Qualities of Level Design
by Martin Nerurkar on 09/13/09 05:27:00 pm   Expert Blogs   Featured Blogs
11 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 09/13/09 05:27:00 pm
 

(This article is a repost from my personal blog at www.gamearch.com)   

In this post I’ll talk a bit about the goals and requirements of good level design. This thing has grown out of my architecture degree and the numerous lectures I held on the subject of level design – especially those with architects-in-training as their audience. So if you’ve sat in on one of them, this will propably be familiar.

So before I get into level design, I’ll first have to talk a bit about architecture. Thousands of years ago, the roman architect Vitruvius identified what he called the three “qualities of architecture”. They are as follows:

  • Firmitas, stability. The building stands stable on it’s own
  • Utilitas, usability. The spaces created by the building are suited for their intended use
  • Venustas, beauty. This building has a beautiful aesthetic

The 3 Qualities of Architecture

They do make sense, right? Admittedly categorizing things is often arbitrary and can be argued for or against but I kinda liked that setup, where each layer is building on one another. If your building isn’t standing safely, it doesn’t matter much if your kitches is perfectly laid out. And if your doors are too small for people to get in properly, then it doesn’t help that the aesthetics are wonderful – the building itself is still a failure.

Now I tried transporting this divide over to level design, and this is what I got:

  • Firmitas, stability. The level runs well without any technical or performance issues
  • Utilitas, usability. The space does a good job at leveraging the game mechanics
  • Venustas, beauty. The environment creates an atmosphere and provides affordances.

The 3 Qualities of Level Design

I’ll elaborate a bit on these three qualities and how I think they relate to level design as a discipline:

Firmitas
As mentioned before, this is a pretty basic category. A sort of minimum requirement if you will. If a level fails to fulfill it, it ceases to be properly playable due to technical issues. The two main areas here are stability and performance.

Stability as I see it refers to the level not crashing and breaking the game. Nowadays it’s usually quite hard to do that with a level itself since most engines are quite robust. It could be doable though with the level referencing a file that doesn’t exist or something similar. Also if there’s some sort of level script then that might be another source of errors. Of course if such a crash is very very rare it might not affect playability too much because it’s really hard to cause it. Still it’s a flaw in the “foundation” of the level. This can be avoided by working cleanly and paying a lot of attention. It might still creep in but that’s what the QA is for…

Performance is the other side and means that the level is running properly. Again this has become a bit less of an issue with higher end systems but it basically just means that your level doesn’t suffer from stuttering and frame-rate drops. In small amounts this can still be bearable but if your multiplayer level slows down to a crawl because there’s 6 players and 2 explosions, then you’ve done something wrong. This is often at odds with the graphics of a environment – the more detail you have the more your performance will drop. In the end it comes down to a balance between the two. And of course there’s a lot of clever tricks and thught out optimization involved. Everything from detail brushes to visportals and distance fog/culling. Whatever will do the trick.

Utilitas
This aspect of level design deals with the design of the actual play space. That is to say it defines the space within the player moves. I’ve talked (or at least tried to) about my definition of the digital play space some in my last (somewhat controversial) rant about how level design is game design. I’m afraid I failed somewhat since there were a lot of misunderstandings there – but I’ll try again sometime, maybe visually. Alright, slightly off course here, Let’s get back on track.

Utilitas defines the boundaries within which the player(s) move(s). It directs the flow of play and it’s job is to iteract closely with the game design to provide the intended experience (which doesn’t neccessarily have to be “fun”). It’s worth to note that these spatial constraints are what make the game possible and if they are changed, the possible experience is too.

The details of what Utilitas actually entails are too many to mention. This surely would be a great project quite similar to the 400 Project from Noah Falstein and co. but goes beyond the scope of this article, especially as these are highly dependent on the genre and game design involved.

These goals can range from anywhere between controlling the flow of players within the space to providing obstacles and challenges for the player to overcome.

Venustas
The words original meaning and the quality as it relates to architecture refers to beauty. That is to say that buildings are supposed to be pleasant to look at. This makes a lot of sense if you consider the fact that buildings are quite permanent construct and having a disgusting building in the middle of town could be considered visual terrorism for some sensible eyes. Of course back then Vitruv didn’t know or write about theme parks and other types of experiential architecture. There being “ugly” can sometimes be goal.

And the same’s true for levels. They don’t need to be beautiful, instead their goal is to evoke a mood, an atmosphere. So following that tenet, everything that relates to the creation of mood and visual references is part of this category.

Admittedly there’s some overlap with Utilitas since the visuals affect usuability. For example when putting moody lighting in a scene the designer needs to take care that the important areas are still visible. Or when trying to use visuals to steer the player. That said, for the sake of easier categorization it’s safe to put everything that doesn’t affect the space (textures, light etc.) directly into this category.

Besides mood and atmosphere, there’s a few other jobs that the audiovisuals of a level can do. A quite important (and easily overooked) one is that they can create associations. Familar visuals can cause certaun expectations in the player and they establish a frame of reference. If there’s a castle on a hill, odds are that there are going to be guards and that there’s something worth guarding there. Expecting some sort of ruling body there wouldn’t be too far fetched either. Of if there’s a door it might suggest that it can be opened. All of this are helpful cues to help the player figure out what he can do.

Additionally the audiovisual elements can help tell a story. Both in the larger sense of selling the setting (castles for traditional fantasy, spaceports for science fiction) and in smaller instances of telling small stories within the world. The entire topic of spatial storytelling is actually a fascinating one that I plan to write another article on in the near future.

So that’s it. That’s my rundown of the three Qualities. Now what do you guys think? Is that a sensible system to categorize and analyze by?

 

 
 
Comments

Michael Cox
profile image
Yeah I completely agree with you. The three components that you mention go hand in hand in level design. When one is lacking, the level is broken like you said. Another element is lighting and the associations that are made with its many forms. Like flashing red strobes for alarms and small flickers to evoke tension. This can help tremendously when setting a particular mood and can also be used for navigational purposes. But that's going off the subject a bit, but yeah those are some really helpful points that you mentioned. I like :D

Mark Venturelli
profile image
It's interesting. Why don't you dig deeper and try to bring us some of the architecture principles for achieving stability, usability and beauty? I would sure be interested in reading an article about that. Keep up the good work!

Martin Nerurkar
profile image
@Michael,
I'd definitely put lighting into the Venustas category. It's part of the level designers job and a great tool to evoke the mood and for many other purposes.

@Mark,
I'm not sure if real architectural principles are easily applied here. It's more me trying to use the mentality from one discpline for another one.

Aaron Casillas
profile image
Good formal components, consider "Narrative Contextualization" of the building/structure itself, why is here, where is it located, who built it and what is their culture?...."Temporal Contextualization", how long has it been here? and "Sub Spatial Function" what are the spaces inside the building that support its function and existence. Lets not forget Composition of a scene and Visual pacing/Landmarking.

Last, adding some level design standard heuristics like gating etc...

Martin Nerurkar
profile image
I'd shelf all narrative concerns within Venustas. They're about setting the mood, context etc.

Bart Stewart
profile image
I like to think of architecture as a form of systems design.

In that context, level design is the creation of a set of local systems (levels) that combine to form a larger super-system (the game) that is stable, usable, and pleasing. If you're an experienced (and perhaps lucky!) systems designer, all the pieces will fit together neatly, supporting and enhancing each other, forming a unified whole that is far greater than the sum of the parts. The form and function and beauty of an individual system are three distinct ways that humans can experience a dynamic system. Thinking explicitly about each of those experiential modes and how they can most effectively mesh with each other can give a system maximum impact to a user. And the effect is even more pronounced when the same criteria are applied to fitting together all of the multiple sub-systems of an overall system, whether it's a building or a game.

I'd suggest that a systems analysis of the most memorable games ever made would reveal the presence of this holistic effect, just as the greatest examples of architecture demonstrate the power of form and function and beauty when they are intentionally designed to complement each other.

Which leads me to a final thought: considering firmitas, utilitas, and venustas in a (game) system design context, aren't those analogous to the Mechanics (structure), Dynamics (interactive behavior), and Aesthetics (atmosphere) concepts from the MDA theory developed by Hunicke, LeBlanc and Zubeck?

JB Vorderkunz
profile image
@Bart
I'm a huge fan of the MDA approach! It allows for an 'organic' approach to game design that constantly refers all of the different elements back to each other.

Sorry Martin, Kinda off topic; good article! I think this ties into your "level design is game design" post, in that neither can fully exist apart from the other; though I'd place level below game design in a hierarchy - while LD can influence GD, it would seem to be primarily the other way around.

Kevin Reese
profile image
Great article. I can imagine exploring level design from a background of the study of architecture is a great way to go about things.

Martin Nerurkar
profile image
@Bart, not sure if it's analogous to MDA but I haven't thought too deeply about this. Just doesn't feel like too god of a fit.

@J, Glad you enjoyed the article but I'd strongly disagree with your sentiment. All disciplines are equally important and on equal footing. Granted it might not be that Level Design has a direct impact on the game design (but the other way around). The same is true for art though and you're not putting that on a level below programming, right?
Quite the contrary I think Level Design is very essential. I'm convinced that great Level Design can make a mediocre game design into an enjoyable game, while bad Level Design can ruin even an excellent design. So even if LD has no influence on GD it has a lot of influence on the user's end experience, which is what we're all after anyway.

@Kevin, thanks for the kind words. I hope to explore my definition of and ideas about game space some more in future articles.

JB Vorderkunz
profile image
Martin - I totally agree that great levels can save an average design and that bad levels ruin even great designs. And no, I don't put art below programming =)

Dylan Woodbury
profile image
wow, great post. I love the analogy too! Keep up the good work.


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.