By
Tito Pagán
Gamasutra
[Author's
Bio]
July
16, 2001
This
article originally appeared in the June 2001
issue of Game Developer magazine.

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Features

Where's
the Design in Level Design?, Part One
If
you are a game level designer or artist who wants to create 3D interior
levels that stand out and get your product noticed, creating a well-designed,
believable environment is a sure way to do it. Play-balancing aside,
real-time gaming "worlds" of the recent past, made up
of planar-surface corridors wallpapered in repeating patterns that
show off their pixel components, should be put away bearing a label
that reads "For Nostalgic Purposes Only." As hardware
capabilities evolve, character development and animation techniques
mature, and content development software improves, the process of
designing and creating richer levels for players and their 3D counterparts
to play in must also evolve.
As
a once-practicing interior designer now wearing one of many hats
as a game artist, I have a few ideas and some architectural and
interior design tips to share which I have learned throughout many
years of applying environmental design. Moreover, I'll point out
the possibilities which lie at the roots of architectural and interior
design and which, in the hands of a creative level designer, can
give the art of creating, texturing, and lighting a game level a
more human countenance.
In
my experience, game developers create games for other developers
to appreciate just as a reputable architect would design a public
building for other architects to admire and respect. Whether designing
a futuristic environment or a children's virtual playroom, a poorly
planned 3D environment sporting unskillfully crafted textures is
not going to have the same broad audience appeal as one that is
well designed and thought out. Consider a great public building
that many people love to visit and always feel good in because its
designer has taken into account all potential audiences who will
visit and interact with it. The designer of this popular structure
did not address only a particular or specialized group of people.
In
creating levels with mass-market appeal, you should give thought
to design that extends beyond the basics to which players of that
genre are accustomed. Similarly, level designers need to reach beyond
the principles and conventions established for those very specific
game audiences. Like the seasoned architect or interior designer,
the experienced level designer takes into account who the user or
occupant of their new 3D world is, how they will use it, how they
will interact with it, how they will move through it, and how they
will approach and depart from it. This interaction, which takes
place on a human scale, calls for an attention to detail down to
the smallest level for most game environments. In many first-person
games, that amount of design detail is not an option, given the
close proximity of the game camera to surfaces in the environment.
How your in-game textures are applied can be just as critical. Finally,
using good design principles generally will also help you "sell"
your game world more easily to your internal development team as
well as your buyers.
The Price
of Bad Design
When
starting a new level design, a good understanding of basic design
principles and guidelines can help any artist or level designer
avoid making costly mistakes. This may be stating the obvious, but
it does go on too often in our industry. In game development, mistakes
are what we fear most when entering any new project. Good design
principles, like a good game design document, can't be overlooked
if you wish to avoid basic design mistakes that will cost you and
your team lots of time later when you have to redo the level or
its contents. The proper layout of a level adds complexity not often
considered by the novice level designer who simply wants to jump
in and bang out a cool-looking death match level.
A
well-designed level takes into consideration a whole set of requirements,
such as user interaction and navigation, which are inherent to the
purpose they serve. How will the spaces control and direct the player
throughout the explorative and interactive experience? What sort
of directional and responsive feedback mechanisms will be provided
to assist the process? How will all of the elements tie together
to form a cohesive environment that is well understood without compromising
aesthetic appeal? The level designer must also consider the impact
of particulars such as sound, space, lighting, pace, and scale.
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