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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.
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