This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.
In this blog post I’m going to elaborate on a selection of tips and tricks that I’ve tweeted over the last few months from my account @TomPugh1112
These tips are methods that Level Designers use to move players, encourage progression and create areas of immersive gameplay. The tips I’m going to share are general bits of advice that work in different ways for different games.
As a Level Designer these tips should be interpreted in a way that is relevant to your level designs. Every game is different so every game requires a different approach.
This selection of tips are in no way “rules” of level design. As far as I’m concerned there are no rules, only guidelines that help create the best experiences possible. Every designer has their own approach to creating levels and solving problems so please take these tips and tricks as just that, and not some gospel of level design.
Each one of these “tips” could easily have a whole blog dedicated to it, and in the future I may write some. But for now I’ve tried to give as much detail in as few words as possible.
Tip 1: Have clear and consistent Affordances
An affordance is a rule that is created through your games level design. For example in “Tomb
Raider” the player learns that if they see a piece of wood or a old cart which is angled in the air, they know that they are able to use it as a launch pad to make longer jumps.
It is very important to have clear and consistent affordances (rules) in your levels. You need to build a trust contract with the player so that they clearly understand what they can and can’t do in the game. You should avoid breaking this contract. If you do you’ll cause confusion and frustration for the player. How annoying is it in real life when a door says push but really means pull?
There are times when your game may require you to break this contract with the player. In a survival horror game breaking affordances is a good way to create stress and put the player under pressure. Even this can be risky and may ultimately irritate some players.
Tip 2: Use Leading Lines
Leading lines are a technique that helps to guide the player’s eye towards a specific location, item or event.
Use leading lines to subtly move players in the right direction without the need for additional prompts or breadcrumbing. Leading lines can range from pipes on the ceiling, hedge rows or different textures on the floors and walls. Leading lines can draw the players eye to an important gameplay moment. These should be used in combination with lighting and other techniques.
You should always be looking at real life spaces and how their architecture can translate to level design. Architects have been doing the same thing as level designers for hundreds of years so it makes sense to examine and gain an understanding of architectural elements.
Architectural elements should be used to shape your level designs. Structural components are tools for organising and shaping a space. Think about what your architecture can do before filling a level with crates as obstacles.
Tip 4: Learn to Teach Mechanics
One of the jobs of level design is to introduce, pace and teach the player new mechanics when they become available.
This is something designers new to the field often get wrong (and sometimes more experienced designers too). You’re very knowledgeable of your game mechanics which means that it’s very easy to make a difficult challenge. Making an introductory challenge is often where mechanic teaching falls down.
You can use pacing techniques to plan mechanic introductions and the difficulty of skill gates. Get the pacing right and you shouldn’t have too much trouble with players understanding and trusting mechanics.
Denial and reward is an architectural technique that is primarily used to enrich a person’s passage through a built environment. Architects do this by giving people a view of their target and then momentarily screening it from view.
This same technique can be used for progression in level design to enhance a players sense of progression. Give players a view of their objective, send them on a route where they can no longer see it, and then emerge them closer to the objective with a new angle of visibility.
This image shows how you might start a level using denial and reward. The player can see the objective clearly, they can see the path is blocked and are given an alternative route to take towards the objective.
In the following image the player will have a new angle of visibility and the objective being closer will reward them with a real sense of progression.
The Last Of Us uses denial and reward in the Pittsburgh chapter. The player is given a glimpse of the yellow bridge (their objective location) and then loses sight of it for a while until it comes back into view. This chapter shows how denial and reward can be used to make a journey much more interesting.
How players arrive in an area will influence their first move. Start players facing the right direction and be sure their start position gives them visual cues and options on how to proceed.
This can become a problem when you can’t control the players start position. In linear games it is easy to determine where the player is when a level starts and making sure they have clear cues can be done. But in an open world it’s much harder to be sure of where the players is.
One way this can be done is to create areas of linearity within an open world. A recent example of this is Horizon: Zero Dawn. Guerrilla have done a great job of funneling players towards mission areas and creating linear experiences during story missions. In some cases this has been done by creating two or three different entrances to a location. Horizon: Zero Dawn is an excellent study on open worlds for more on this I recommend watching the GDC talk Level Design Workshop: Balancing Action and RPG in Horizon Zero Dawn Quests where Blake Rebouche goes into more detail on their process.
Tip 7: Set up some boundaries
Boundaries are a way of showing players when they are transitioning between areas. There are two types of boundary - soft boundaries and solid boundaries.
Solid boundaries can be used to mark an area of surprise or enemy activity. You don’t want players to know what’s inside and you want them to clearly understand they are changing location.
If you’re struggling to get players to go where you want you could try using breadcrumbs.
Breadcrumbing can come in many different forms including; a different texture on the floor, gold coins that put the player back on track and collectibles dotted along a path.
You can use lighting to draw attention to exits, points of interest and enemy locations and it can be used as an effective way to guide players through a level.
Tip 10: Iteration is key
The key to a good level is iteration and constant play testing. The sooner you can get a blockout of your level into the hands of someone the better. It’s through this initial play test that you’ll see the problems, find the solutions and make a start on improving your level.
Don't be afraid to let people play your levels, after all that is why we make them.
Well thanks for reading this two part blog! I hope you found some tips and guidance that will help you with your own level designs. Remember these are guidelines, not rules.
I tried to go into as much detail as I could in as few words as I could. So if you want to talk more about a subject covered here, or not covered here then please feel free to leave a comment and start a discussion.
Thanks for Reading,