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By Marc Saltzman, Compilation Editor
Gamasutra
July 23, 1999

This article originally appeared as Chapter 6 in the book Game Design: Secrets of the Sages (Macmillan, 1999). It has been reprinted here with the permission of the editor, Marc Saltzman.

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Features

Secrets of the Sages: Level Design

Contents

Introduction

Tim Willits

The Levelord

Paul Jaquays

John Romero

Cliff Bleszinski

Marc Laidlaw

Eric Biessman

Paul O'Connor

The worldwide PC gaming community hasn't been the same since id Software's Wolfenstein 3D was unleashed in the spring of 1992. More than a quarter million people scrambled to download this racy, 700KB shareware game from their local bulletin board system (BBS), and thus, the first-person perspective 3D "shooter" was born.

The classic Wolfenstein 3D almost single-handedly diffused side-scrolling "platform" games on the PC. But with this new perspective came new obstacles...(Used with permission by id Software)

The next seven years yielded many memorable shooters--Doom, Dark Forces, Duke Nukem 3D, Quake, Jedi Knight, GoldenEye 007, Unreal, Sin, and Half-Life--and in so doing, it launched a specialized and necessary art form, known as level design. Loosely speaking, level design pertains to creating the architecture of maps in the game, plus dealing with object placement, mission or goal of the map, and often mini-missions within the level as well.

So what makes for a well-laid-out and challenging level to complete? What are some of the more common mistakes found in amateur level design? Is there a science to it? You bet. This chapter features the world's top level designers and their invaluable opinions on what makes or breaks level architecture in 3D shooters. Keep in mind that many of these pointers can also apply to other 3D games, such as third-person perspective action/adventure hybrids (e.g. Tomb Raider).


Tim Willits


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