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Features

An Architect's Perspective On Level Design Pre-Production
Spatial
Studies
There
are varying levels of detail that a designer should consider when
fleshing out a level. In this process, you take a basic concept
and expand on this idea through gradual steps.
First Study: Post-Its.
Suggested time for this phase: 2-3 days per level (depending
on the frequency of reviews.)
One design method I used early in architecture school was the use
of cut-outs. In this process, the designer uses paper cutouts of
rooms when designing a floor plan. These cut-outs represent a basic
room size with the room names and other pertinent information written
on each piece of paper. I would take these papers and re-arrange
them until I found a layout that worked. This process lets you re-arrange
the rooms quickly and easily, adding and removing rooms as you see
fit. This helps to pre-visualize a layout and typically is quicker
than drawing and erasing.
On
Jedi Power Battles, I designed all my levels this way. I
took a bunch of room ideas from my level document, wrote them down
on some post-it pads, and started to arrange them as I saw fit.
I also included the gameplay ideas for each room on the pads and
arranged them on a board. When I first presented this board to the
leads, I could tell that they appreciated the flexibility the system
provided. Rob Blackadder, our co-lead and lead programmer, seemed
to take exceptional joy in tearing off extremely risky technology
challenges and tossing them in the trash. (I think it was therapeutic
for him.) But this showed that even in that the early phase of my
designs, the leads could understand what I was doing and contribute
to the process, so no surprises would crop up later.
After
a few meetings like this, the entire team could get into the process
of re-arranging the post-it notes in different scenarios, which
was fun and allowed all of us to contribute in the design process.
After working with the post-it notes for a few days, everyone had
a pretty good idea of how my level was going to be laid out and
I was off to the next step, bubble diagrams.
Second
Study: Bubble diagrams.
Suggested time for this phase: 3-4 days per level
After you have a basic layout from your cut-outs or post-its, get
a sketch pad and see if you can draw a bubble diagram representing
your study. A bubble diagram is a pure spatial example of your level,
without concern for art or architecture. It allows you to bring
together the list of spaces you specified in the level document
with the general layout of your first spatial study in a more fluid
format.
This
diagram should be nothing more that a series of circles, lines and
corresponding notes. The circles represent specific locations, and
the lines represent transitions between locations. Transitions are
more than just connection spaces; they can contain events as well.
Constructing this diagram is an excellent way to study the flow
of your level. If it's an FPS with little-to-no exploration, than
the diagram might be very linear. If it's a MMORPG or adventure
game, the diagram could go in all sorts of directions off of a central
hub. If you're working on a real-time strategy game, bubble diagrams
can be helpful in planning out battlefields.
Draw
a few of these diagrams and see if you can start to see the general
layout of your level. I find it imperative to scribble notes on
the diagrams to describe the action in the corresponding area. Be
sure to continually refer back to your level document and gameplay
diagrams for reference. After you finish the first pass at your
bubble diagram, get teammates to review it.
It's
probably a good idea to draw a series of these diagrams (at least
three separate diagrams) for each level. Each of these iterations
should be a little more refined than the previous one, based on
your design reviews and your own design decisions. For the second
diagram, start adjusting the size of some circles, making them larger
or smaller than the others, so you start getting a feel for the
relative size of these spaces. Make sure you write down notes as
you make these changes, too - it's important to keep track of ideas
about appropriate art for these spaces, gameplay issues that spring
to mind, and so on.
When
I'm working on my final diagram, it almost looks like a map. At
this stage, your diagram should be filled with notes that describe
the action in different place, as well as location hints. Anyone
should be able to look at this diagram and see what you are trying
to do with your level. Most importantly, so should you.
By
now you should have a pretty good idea of the locations within your
level, as well as the general layout and gameplay that will take
place within your level. But you should only have a vague idea of
the appearance of these spaces.
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