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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
Learning
from Others
Our
friends in architecture have been addressing these same design-related
questions for generations. They have many of the answers to our
common problems if we would only take the time to explore their
proven methods of design. You can find applied methods in much of
the architecture around us today if you know what to look for. These
are design-oriented tools and principles that can assist us in our
process as level creators.
I'm
not suggesting that you take the same step-by-step approach utilized
in designing real-world structures, which are bounded by gravity,
physics, construction methods, and materials that are subjected
to natural weather conditions. A virtual existence within a computer
game is only limited by imagination and, of course, the CPU, GPU,
the capabilities of the level-editing tools, the game engine, and
the production budget. Nor am I suggesting that one necessarily
fall back on and copy motifs directly from the past. I am advocating,
however, that we learn from proven methods on how to control the
masses and evoke emotion with solid design principles.
Forms That
Express and Serve
There
are many similar architectural structures in existence today that
are patterned or modeled from the same original idea or form. Architects
do this deliberately for practical reasons when constructing or
designing such structures. They do it because they understand that
specific forms can establish certain moods.
These
basic forms are like the grammar of architecture and have been used
from antiquity up to the present day as a means of addressing important
goals in architectural design. Level designers can borrow much from
the expressive potential of form in the theory of architecture.
When designing levels, they can use this as a way to establish a
common language of form, which audiences can immediately understand
regardless of the individual or their culture. These are well-established
principles that have immediate application in the design of our
virtual worlds. They are not recipes for right and wrong; however,
they do have a design-oriented goal. I will present a few of them
and explain their purpose in hopes that they provoke your interest.
Walls
When
laying out a level, the first inclination a level designer tends
to have is to go in and plop down a bunch of walls in an attempt
to define and separate spaces before ever laying out a floor plan
or a concept drawing on paper. This is often done in a 3D program
using primitive shapes resembling slabs of generic walls and floors.
The resulting interior spaces and exterior spaces created by close
placement of separate buildings are then commonly arranged based
on functionality, importance, line-of-sight, and progression through
the game. At this point, it would be a good time to go back and
revisit the walls themselves. In game levels such as first-person
3D shooters, little thought is often given to the importance of
the wall's form, scale, and angle. The wall motif is an expressive
form.
A
wall area, in principle, may be formed within eight different motifs
(see Figures 1a-1h). The first two (1a and 1b) are concerned with
the relationship between width and height, in that the wall's main
form is either horizontal or vertical. The next three motifs (1c,
1d, and 1e) deal with the relation to depth, which are the flat,
the convex, and the concave main forms. The final three motifs (1f,
1g, and 1h) deal with the slant of the wall. The wall may be upright,
leaning toward us, or leaning away from us.
All
eight motifs are actual representations of fundamental motion situations,
which we may characterize by using words specifying directions.
Figures 1a and 1b describe a "follow along" and "upward"
motion, respectively. Figures 1c, 1d, and 1e convey a "halting,"
"advancing," and "retreating" motion. Figures
1f, 1g, and 1h depict a "neutral" motion, a "leaning
towards" and "downward" motion, and a "tilting
away" and "over" motion. Assuming one stands in approximately
the same relative position in front of each wall, that wall will
arouse certain motion impulses that create different impressions
of the inside-outside relation in depth for that wall.
Comparing
Figure 1a and 1b further, we find that the horizontal wall expresses
a weight against the ground. Its horizontal nature gives a compressed
and compact first impression. It stirs a force that starts the body
into motion to follow along beside it in either direction to either
side or end, as if seeking an entrance "around the corner"
where something interesting or dangerous awaits the player. The
vertical wall, on the other hand, is communicative for several reasons.
One reason is that the weight expression of the vertical wall will
always seem lighter because it is rising toward the sky. Think of
churches and their columns and crosses, and look again at the image
of the interior of the Japanese Azuchi Castle at the beginning of
the article. Another reason is the motion expressed. Whereas the
horizontal wall spreads movements, the vertical rising wall collects
them. The final reason for this wall's communicative content is
that, like a tower or obelisk, such a wall is the image of the erect
standing figure that naturally attracts our attention. Throughout
architectural history we find many examples of the characteristic
differences in vertically and horizontally oriented walls.
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