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

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Features

Where's
the Design in Level Design?, Part Two
In
the first part of this article, I shared some of the benefits of
using proven design principles in level design, an array of which
can be borrowed from real-world architecture and interior design.
In this article, I will present even more and relate some of them
to actual game levels and to the creation of custom-designed level
textures. Just to be clear, this isn't a "how-to" tutorial
on designing, modeling, or texturing a game level. Instead it is
a collection of considerations to help you with a more efficient
execution of good design for your level modeling and texture work.
As promised last time, I will also walk you through the steps of
prequalifying level assets so that you can avoid making costly mistakes,
thus saving you time and money better spent elsewhere.
High Expectations
We
have an interesting challenge in the game industry as computer hardware
technology plows forward faster then ever. This increase in power
has a direct correlation with the player's growing expectation for
stunning visuals. As game artists and level designers, we should
try not to get overwhelmed or intimidated by the rising technology
bar. We have a role to play in perpetuating its progress and should
therefore embrace it, at least to the point where it enhances our
process of improving and implementing good design that produces
believable and engaging levels. This in turn improves the product
and the gaming experience. We are further challenged to meet these
high expectations with equally sound design principles and concepts.
Improved hardware will eventually make it possible to create game
environments that are intricate, highly detailed, and free from
technological limitations in performance. Where will you be and
what will you be doing when this happens?
So What Is
Good Design?
Everyone
has his or her own idea about what good design is. One thing I think
we can all agree on is that design is a perceivable and desirable
quality that surrounds us in our everyday life, yet we often overlook
its importance. It provides comfort, draws our attention, and gives
us the visual cues we've learned to depend on for information such
as directional and level changes, defining means of egress from
within a building, and so on. In general terms, design is the skillful
planning and fashioning of the form or structure of an object, a
space, a work of art, a decorative scheme, and yes, a game level.
In
creating a comfortable and logical game level, a job well done does
not leave your player feeling uneasy about the personality, balance,
proportions, lines, or character of the space or structure being
portrayed. All environments possess these traits. Keep in mind that
there are many different kinds of spatial designs that are well
suited for a 3D world. Your level design should be one that addresses
your individual game's requirements and applies basic design principles.
Some
guidelines that govern good design used by other practicing design
professionals include balance, scale, proportion, unity, emphasis,
rhythm, and harmony. All designs consist of color, pattern, texture,
and style, and if these guidelines are adhered to, the player will
feel comfortable in an environment.
Balance
Balance
is the feeling of equilibrium. How do you feel when your life is
out of balance? That is also how a player will feel when a decorative
wall, room, or outdoor space is out of balance. All balance is based
on vertical and horizontal axes. Getting equal weight on each side
of an axis makes a space in or out of balance. A good analogy would
be riding a bicycle or standing on your head.
Scale
Scale
is the size of an item in comparison to its surroundings. A piece
of furniture or an accessory can be too big or too small for a room,
a wall, or a setting. A carpet texture scaled too big creates a
"dollhouse" effect in a game. The casual observer is uncomfortable
when this occurs. It's just not pleasing to the eye when things
are out of scale. A typical example of bad scale is the smaller-scaled
furniture and accessories in a game level created with a level editor
that uses constructive solid geometry (CSG) brushes bound to a grid
(such as Worldcraft). A popular example is Valve's Half-Life
levels. These were created using Worldcraft 2.0, which lacked fine
control in the modeling process back then and probably forced the
level artists to create and accept badly scaled and disproportional
furniture and accessories. The game is still fun to play (one of
my all-time favorites) but can be quite the eyesore in some areas.
I discovered these limitations myself when I created levels for
Sierra Studios' S.W.A.T. 3 using this editor (see Figure
1).
Proportion
Proportion
is the size of things compared to themselves. In furniture, legs
can be too large or too small for cushions. Doors and windows can
be too long or too big for the walls they are built into. Proportions
that are pleasing to the eye will promote feelings of satisfaction.
Items that are out of proportion actually create anxiety, and we
usually don't want to look at them.
Unity
Unity
is the element that carries the theme and scheme of the room. The
point of unity within a room can be a painting, an area rug, a major
piece of upholstery, or an architectural feature (see Figure 2).
When a certain style and color scheme are contained in a single
decorative element in a room it makes it easy for the player to
understand what is going on.
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