Gamasutra: The Art & Business of Making Gamesspacer
Beginning Level Design, Part 1
View All     RSS
February 27, 2017
arrowPress Releases
February 27, 2017
Games Press
View All     RSS






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 
Beginning Level Design, Part 1

April 16, 1999 Article Start Page 1 of 5 Next
 

This article is the first of a two-part series covering theories behind level design, establishing some rules for level creation. The intention is to aid those new to the field who want to design levels for pleasure or pursue a career in level design.

Level design is the data entry and layout portion of the game development cycle. A level is, for all intents and purposes, the same as a mission, stage, map or other venue of player interaction. As a level designer, you are chiefly responsible for the gameplay. This article will give you insight into developing good levels for any type of game, whether they are military missions for your horde of tanks, aerial encounters for a flight simulator, a dungeon for a role-playing game, a board for a puzzle game, or a map for a world conquest god-simulator.

I will present some theories behind level design, starting with an exploration of what good level design means. Then it delves into the non-electronic roots of computer game design from chess to GI Joe action figures, and how we can learn from their success. Finally it takes a thorough look into the theories behind storytelling and how we can apply them to level design.


Article Start Page 1 of 5 Next

Related Jobs

Skydance Interactive
Skydance Interactive — Marina Del Rey, California, United States
[02.26.17]

Design Intern
thatgamecompany
thatgamecompany — Santa Monica, California, United States
[02.25.17]

Senior Gameplay Engineer
DreamSail Games
DreamSail Games — New York, New York, United States
[02.24.17]

Game Designer
Hangar 13
Hangar 13 — Novato, California, United States
[02.24.17]

TECHNICAL DESIGNER





Loading Comments

loader image