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This article
is the second of a two-part series that covers theories behind level design
and suggests a set of design rules. The intention is to aid gamers 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 computer game development
cycle. A level is, for all intents and purposes, the same as a mission,
stage, map or other venue of interaction that the player in. As a level
designer, you are the presenter of all the labors of the programmers and
artists and chiefly responsible for what most believe to be the most important
part of a game, the game play. 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-sim.
In last
week’s article, I discussed the theories behind good level design. This
article formulates a set of rules for level design and offers some parting
advice to aspiring professionals.
20 Rules
to Design By
1) Maintain
the vision.
The "vision"
is the core idea of the game design. It’s what the producer and lead designer
express when selling the game and what they impart in the so-called "concept
document." It’s also what they expect you, the level designer, to
understand when building your level. It’s very important that this vision
is communicated to you very clearly. If the producer and lead designer
have not expressed to you what they want, then you need to coax it out
of them. It will save you a lot of time and grief in the end.
When designing
your level, you must maintain the game designers’ vision. If you deviate
from it you risk rejection. While designers cannot always describe specifically
how to accomplish their vision, you must try to figure out ways to truly
express the vision they are looking for. If you cannot maintain and express
the vision, then either the vision is imprecise or unpractical, the design
tools and palette are insufficient to the task, or your skills are not
up to it. In any case, you need to address those problems if you hope
to construct a successful level in a timely manner.
2) Learn
the design palette.
One of the
first things you need to establish before you begin your machinations
is the design palette. The design palette includes all of the art and
game play elements at your disposal. Knowing what elements you have to
work with and how you are to use them is imperative for good level design.
Get instructions from the artists (if you can) and play around with the
art in a test level to establish the look and feel you want. Talk to the
programmers and find out what the technical requirements and limitations
are, like what data parameters need to be set, what scripts need to be
written, and what to do in order to keep within memory and processing-time
constraints.
The design
palette goes beyond art and code as well. It includes all the player and
enemy forces and their behaviors, game play objects such as power-ups,
switches and weapons, buildings that perform a game function such as turrets,
power stations and walls, and game play puzzles and possible solutions
(the so-called "bag of tricks"). Ideally you will have time
to learn how to place all of these elements with your design tools (such
as an editor) and play with them before you begin a real level.
The lead
designer, in order to save elements for other levels, may restrict your
design palette. It’s up to you to figure out how you can work with what
you have in a way that will maintain the vision of the lead designer and
producers. If you cannot, ask them for advice. They may provide some guidance
or use their power to give you some more design elements. Sometimes it
takes a fresh look and imaginative effort to use design elements to their
maximum potential. When you find you don’t have enough design elements
to fill a level, experiment with untried combinations and layouts. You
may stumble upon some new game play puzzle that you can add to your design
palette.
For example,
you may run out of ideas for using turrets, and after considering your
options, you might discover a that particular combination of fixed turrets
and enemies in a certain placement presents a balking defense to the player
unless he takes advantage of ranged weaponry or provokes the enemies to
pursue him beyond the range of the turrets. Once you’ve introduced this
scenario into your level, the design of the subsequent levels could include
that particular puzzle.
One grave
mistake that all designers make at some point is to create mazes. Why
is that a mistake? Mazes are one of the first forms of puzzles introduced
in computer games. It’s old now. Because all it takes to make a maze is
placing walls or other terrain that blocks movement, it’s the easiest
game play to create. It is sort of a last resort when you are fresh out
of game play elements and ideas. When you get to this point, stop. Try
to improve your design palette by coming up with new ways to use existing
elements or by pushing the game designer to create more.
Pushing
for more design elements is a good way to earn both respect and disdain
from coworkers. Unfortunately, it’s your job. But make sure you do present
your good ideas to the lead designer. If an idea has merit, he’ll try
to get it in the schedule. Just remember that implementing ideas often
involves the commitment of both art and coding resources, so don’t be
surprised to hear "no" for an answer. The best ideas are often
the ones that reuse existing art and involve little to no coding. If you
can make it all work with your own scripts, that’s even better. When development
reaches the alpha stage of the project (when all the coding and most of
the art should be done), don’t expect any new game elements.
I’ve seen
producers make the time for particularly good ideas as a project nears
alpha, but it usually comes at the expense of the artists’ and programmers’
sleep. That’s the reason why pushing for more design elements can also
earn you the disdain of coworkers. Try to understand that new ideas take
time to evaluate and develop. Don’t make a jerk out of yourself by getting
insistent. Instead, keep those ideas on the back burner for the data disk
or the sequel.
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