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2. Key points
3. Level types
1. History, definition & goals
1.1 History: First levels
● One Screen
○ Pong (1972)
● Progression
○ Faster
○ Harder
■ Time
■ Number of enemies
■ Stronger conflicts
1.2 History: Important changes
● Area (Map) instead of a screen
○ Battlezone (1980)
Set up ground rules such as the scoring system, allowable weapons, gameplay types,
time limits, or resources
Specify certain map regions where specific gameplay features occur, such as
resource creation or harvesting, structure building and even interactive cutscenes.
Specify non static parts, such as doorways, buttons and levers associated with
mechanisms, teleporters and hidden passageways and areas
Specify the locations of various entities such as player, enemy and monster spawn
points, as well as ladders, coins, resource nodes and weapons, and save points
Add detail such as level-specific styling and textures, sounds, animation and lighting
and music
Create the paths that nonplayer characters follow, their responses to specific trigger
actions and any dialog they might have with the player.
3. Level types
3.1 Battlefield design
3.2 Puzzle
3.3 Exploration
3.1 Battlefield design
● Combat oriented
● Cover / Shooter mechanics
● Setting / environment rules
○ Weather ?
○ Airdrops ?
○ Day night ? Light?
● Choke-Points
● Time constraints
● Long hallways / Rooms & Warehouses /
Sniper positions / Tunnels / Secret places
3.2 Puzzle
● The Key and the Door
● Problem solving
○ Statement, strategy, punishment/reward
● Pattern recognizing
○ Visual, cognitive (Maths + Words),
precognitive (Action programming),
audio, …???
● Lateral thinking
○ Out of the box
○ Emerging gameplay
● Replayability (the big trouble)
● Team working
3.3 Exploration
● Spaces interesting to explore
○ Sense of wonder
● The Critical Path Flow
● Creating mystery
○ Fog of war
○ Area map
○ Track points
○ Ingame info
● Immersive background (Theme linked)
● Negative Space
● Player directing
● Contrast
● Special rewards for explorers
3.3 Other levels
● Protection / Escort
● Underwater
● Obscure / sight
● Irrelevant !
● Moving / jumping
● Ice - Snow - Rain - Sand
● Car chase
● Lava / Volcano
● Impossible riddles
● Gimmick maps (tutos)
EXTRA: #Blocktober
● #Blocktober
● Vicente quesada
EXTRA: The “Gym” Level or Level 0
● All the assets
○ Dimensions
○ Relative sizes
○ Times & Spaces
● Triggers
○ Colliders
○ Activators
○ Traps
● Generators
○ Player re-spawning points
○ Enemies spawning systems
EXTRA: Pipelines
● Art / Tech Pipeline
○ GDD, Concept, Whitebox/primitives,
Greybox, BlockMesh, Final art, Light,
FX (particles, fluids,...)
● ??
● ??
Oversimplification?
● In topics?
● In mechanics?
● In maps?
Best levels ever!?
● ??
● ??
● ??
● https://80.lv/
● https://en.wikipedia.org/wiki/Level_design
● http://level-design.org/
● https://www.gamedesigning.org/learn/level-design/
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