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Features

An Architect's Perspective On Level Design Pre-Production
Third
Study: Drawings
Suggested time for this phase: 1 week per level.
Once the bubble diagrams have been completed, I start thinking about
the visual specifics of locations within the level. If you have
a concept artist or a lead artist on this project, this is the time
to get them involved. If it's a project based on a license, research
as much information as you can about the locations in which it takes
place, and collect graphics from the license holder. Then, based
on your initial spatial studies and the level document, start to
draw over your bubble diagram. Add detail to your circles so that
they begin to take the final shape of the rooms or locations. Be
sure to document your initial ideas about enemy placement, puzzle
layout, power up placement, and anything else you want to insert
into the level. I don't limit myself when working on level drawings
- I add anything that comes to mind. Things can always be trimmed
back later.
Colored
pencils come in handy at this stage. I use them to color-code items
and to help readability. You also might want to use grid paper to
get an idea of scale and possible modularity. In the map shown in
figure 5, the level was a forest layout so I had a little more freedom
from orthogonal form.
This
final drawing should be a comprehensive layout of all the spaces
in the level, drawn to relative scale, and it should include basic
"contextual hints". Contextual hints are simple drawings
that give the artists on your team a basic understanding of the
space. For example, in the level drawing shown in figure 5, I drew
some green trees and rock formations so the artist would understand
where forests and cliffs were. (They are not to be taken as literal
art direction - just clues to help the artists understand the spaces.)
Make sure you do a few versions of this map with design reviews
in between. Each version should be a little more detailed than the
previous one and should incorporate feedback from the reviews.
Fourth
Study: Enlarge and Detail
Suggested time for this phase: 3-4 days per level.
After the first few passes at an overall map, it's time to blow
up special areas within your level and add more detail to them.
Start by picking a few special locations and, in a larger scale
(blow them up 50%), re-draw them with more notes and gameplay information.
Do yourself a favor and don't try to draw these areas in a 3D perspective.
Use simple plans (top down) and elevations (side view), and just
draw enough detail to give the general layout and gameplay in the
space.
Try
to place yourself in the game. Ask yourself questions like, "If
the player goes to this place, what will they encounter?" Then
make changes to the level accordingly. Add any graphics you think
will help get the ideas across to artists and feel free to explore.
As usual, be sure to refer back to your level document and gameplay
diagrams for specifics on these locations.
Like
the other phases, there should be a few revisions of these drawing
based on design reviews. This might seem difficult at first but
you will be surprised just how much design work you can do on paper
long before you ever start up a 3D modeling tool.
Once
all of my drawings and documents have been approved for the next
phase, I plaster my workspace with them. I find that pinning up
these drawings, as well as concept art and photo references, helps
remind me about my core level ideas and keeps me focused on the
heart of my design. This also keeps me from searching for drawings
during crucial moments during design development and it allows me
to easily discuss design ideas with co-workers.
Final
Preliminary phase: Massing Models
Suggested time for first-pass massing model: 1 week per level
At this point in the process, it's time to work in 3D and mass out
your map. Don't spend any time constructing details at this point
- leave that for later. The goal of massing the models is to simply
get the general spaces laid out for your first run-through. Build
each space quickly, and then move on to the next.
Once
you finish your first-pass massing study, run around your level
in the game engine (assuming the engine is far enough along to permit
this). By exploring the level in the game engine at this stage,
you will probably get a new perspective on your level: perhaps you
didn't realize that a certain space was going to be so small, you
might get ideas for more three dimensional action in a particular
area that was hard to show on paper, and so on.
The
Foundation Is Finished - It's Time To Start Building
At
this point, you've finished all of the preliminary level design
documents, and early layouts, so you should have a pretty good idea
about what to do next. Now it's just a matter of following through.
Start constructing your levels, using your documents and drawings
as a referral.
Keep
in mind that just because you did all this work ahead of time, it
doesn't mean your design is locked down. Just remember that much
of your preliminary work was already approved and the rest of your
team has given you some "buy in" as well, so don't run
wild. Have faith in the decisions you made in the pre-production
process and follow through with them. When you do, you'll find that
your workflow will be more efficient, project planning will be easier,
and most importantly, your levels will be so much more successful.
Good luck!
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