multimedia games development com429 week 8 level design process
TRANSCRIPT
Multimedia Games Development
COM429
Week 8 Level Design Process
Learning Outcomes
Understand the game development process Understand steps from initial idea/proposal to
working prototype to full game development Extension to week 2 lecture, early game
development Understand what makes a good game level Understand how game elements interact to
create immersive environments
Level Design ProcessLevel design process combines number of elements
in the creation of game worlds
Environment/architectural design Modeling, lighting, artwork and animation Music/sound effects Enemy and problems/obstacles
Essential to combine elements together effectively to
create compelling environment for game play
Level Types Number of different level types Each type suitable for different scenarios Context dependant based on role within the
game
Level type: Standard Level 90% of game levels are standard levels Contains typical game play elements and
storyline
Level type: Hubs Usually appear in RPG/adventure/action games Hubs are used to connect other levels together Typically do not have same gameplay model as
standard levels Tend to have multiple entry and exit points
(Temporal/dynamic) Used frequently Hubs serve multiple purposes e.g. provide access
to game play elements for player maintenance i.e. training, health, equipment, safe zones, quests
Level type: Boss Levels Climax point in games Contain bosses/sub bosses Level designed around boss features Provide a change from standard levels in a
game Typically smaller in size with different game
play mechanics Level must be completed to progress
Level type: Tutorials Tutorials level typically appear early in the game Main purpose is to train players and provide basic
skills to allow progression Usually short with simple obstacles/challenges Difficult to design properly Used to teach new skills in short amount of time
without overly delaying access to the rest of the game
Essential to get balance right (information overload) Must be appropriate in the context of the rest of the
game
Level type: Bonus Levels
Typically optional and shorter than standard Not required for game completion Used as rewards e.g. new weapon Provide a break from standard game play Optional nature means can be dropped if
required
Level Design ProcessEach level must be designed in the context of thegame and game objectives
Why is it here What type of level is it Where does it appear What functions does it fulfil How does it relate to other levels What does it introduce e.g. new character, weapon,
monster or skill Does it advance the storyline Is it single player or multiplayer game
Level Design ProcessEach level usually has a single focus
Activity to be completed Game play element to introduce Visual attraction Novel concept
Each level should not have multiple objectives
Level Design Process Essential to ensure variety in each level Achieved by changing level elements e.g.
objectives, obstacles, setting, enemies Ensures game maintains user interest
Level Design Process Plan level in advance Use high level of detail Use storyboards to allow multiple iterations and
refinements Include sketches, maps, models and
photographs Last step in process should be implementation
on computer
Design Considerations
Level design involves 3 main considerations
Physical/spatial characteristics Temporal characteristics Relationship between level design and game
play
Design Considerations Physical/spatial characteristics focus on
physical elements of the game environment Ensure these are planned and implemented
effectively
Design Considerations
Frostbite engine Mercenary 2 Fracture 95% destructible environments Impacts on gameplay
Perspective Need to consider user perspective/view in
design of level Impacts on level construction e.g. attention to
detail First person perspective, view from perspective
of the player character
Perspective Third person perspective Player character is visible on screen Game world viewed through camera
observing the scene Fixed or over the shoulder view
PerspectiveTypes of third person perspectives include
Omnipresent gives view of all game world with flexible camera
Isometric view 30 to 45 degree angle on game action
Third person perspective
Star Craft isometric viewBlack & White omnipresent
PerspectiveTypes of third person perspectives include;
Top-down where the game is viewed usually with scrolling
Side-view where the game is viewed from the side usually with some form of scrolling
Third person perspective
1942 Top down Super Mario side view
Mixing perspective
Physical Layout Considerations
Physical layout determined by game play type
Single player levels lead a player from goal to goal either in a linear/non-linear fashion
Multi-player levels are typically less complex and more open
Internal and External Design Different approach in design of internal
spaces and external spaces Typically internal spaces are smaller, more
detailed and constrained by walls and ceilings
External spaces are more open with ability to see far into the distance and require less detail
Terrain and Materials
Levels typically contain 2 types of elements Man made e.g. buildings made of wood,
concrete etc.. Organic e.g. trees, grass, terrain, sky, clouds
Level ScaleLevel scale includes the size of physical space
and the relative size of objects in the game
To ensure high level of realism try to ensure
object scale accurately reflect their size Some exaggeration necessary to ensure
elements are easy to spot or manipulate Scale distortion maybe necessary to allow
player to cross world easily
Level Boundaries Practicalities limit game world size Levels require boundaries Boundaries must be appropriate to ensure player
immersion e.g. blown up vehicles, thick vegetation
Level Style
Level style influences its structure and
appearance
Architecture of man-made structures Terrain element layout Placement and types of objects Coloring/texturing/shading
Level Style: Landmarks
Distinctive landmarks help orient player Aid in level navigation Provide focal point
Level Consistency Level look should be consistent Each element must sit in the context of
overall theme and game objectives Aids player immersion
Temporal Considerations Time considerations Real world versus wall clock time Real time, faster/slower than real world Can be player action dependant Different game play elements for night time
and day time Darkness, shops open, monsters
Authentic Time Use passage of time as a gameplay
mechanic Can be synchronized with real world time
Variable Time
Typically if time is used as a mechanic in a game it usually runs faster than reality
Time jumps removing boring periods where nothing is happening
Usual approach is to speed up time to accelerate through boring or non relevant time periods
Player Controlled Time
Players can usually modify game time inside
levels E.g. Sports games, adjust the length of full/half
time Fighting games, round length Flight simulators, journey time
Some occasions where this is not feasible
Time as a Game Mechanic
Games can incorporate variable time as a mechanic
Time can be slowed, frozen, reversed or repeated
Can facilitate interesting interactions with game elements
Blinx, The time sweeper
Level Design & Game play Possible to underestimate impact of level
design on game play Needs to be carefully planned to maximise
player enjoyment Reinforces game objectives when correctly
done
Level Design & Player Goals Ensure player knows objectives and goals of
each level Use mission screens, cut scenes or scripted
action Ensure players can measure level progress Level design should complement objectives
Level Design & ObstaclesObstacles prevent the player from completing
their goals E.g. simple roadblocks
Opposite of objectives in most software Basic obstacles to slow player down progress Increase interaction Complements other obstacles Doors, walls & pits etc..
Level Design & Enemies Games involving combat typically have
enemies that need to be defeated to achieve player goal
Enemies can have different attack styles or be bigger or smaller
Enemies must be appropriate in the context of the game/level
Enemies should be gradually introduced with graduated levels of difficulty.
Level Design & Enemies
Spider mastermindsCyberdemons Barons of hell Cacodemons Imps
Resistance 2
Level Design & Traps Traps are obstacles to ensnare or inflict
damage on players inside the game world These include closing walls, falling objects
and pits Used appropriately they can heighten
tension/apprehension or fear in a level
Level Design & Puzzles Puzzles are obstacles to player progress that
require some thought to solve Can change game play Needs to be appropriate to game
Puzzle Quest, Nintendo DS genre bending game
Puzzle Design
Good puzzles contribute to character, plot and story development and increase immersion
Poor puzzles are intrusive and obstructionist and can break immersion
Puzzle Types
Challenge is to design puzzles that are unique but appropriate to the game world
Numerous classifications of puzzles types Best games mix and match puzzle types
Ordinary Puzzle Ordinary use of an object is a simple puzzle The player uses object intuitively e.g. key Challenge is finding the object Usually the item is protected by another
puzzle or boss
Unusual use of an object Unusual use takes advantage of secondary
characteristics of a game object Relies on player determining alternative use Puzzle is the appropriate combined use of
an object E.g. Discworld Frog in sleeping characters
mouth
Building Puzzle Player creates new object from raw
materials in the game Involves combining or converting object Usually requires player guidance
Information Puzzle Player supply a missing piece of information
e.g. password or key code Discovery process involves talking to other
players, reading documents/emails
People, Timing & Sequence Puzzles People puzzles involve interacting with game
characters to remove them as obstacles Usually talk/trade with character Timing puzzles require the player to do something
which effects something in the future Sequence puzzle rely on a series of actions
performed in the right order Usually starts with a simple action with additional
obstacles e.g. open door with key where the key is inside a monster
Logic and Classical Puzzles Logic puzzles are where player must
examine information and infer answer Classic puzzles e.g. magic square
Riddles & Dialogue puzzle Riddles involve clues and hints Must balance difficulty, makes player
assumptions Dialogue puzzle require a player to follow a
conversation along the correct path of a dialogue tree until the player says or does the right thing
Machinery and Maze Puzzle Player must use a piece of machinery in
correct fashion Follows trial and error/ logic approach Maze requires player to find way out
Good Puzzle Design
Good puzzle design is based on the effective use of game elements
Bad puzzles will break immersion Player should have all the tools required
needed to solve a puzzle Effects should be linked to cause Requires testing to ensure its intuitive Avoid binary puzzle approaches leads to
frustration
Good Puzzle Design
In the interests of fairness all answers should be contained within the game
Puzzle should be theoretically solvable at first attempt
Puzzle should be appropriate to game and setting
Puzzle should reinforce the game\level theme
Puzzle Difficulty Fine tune puzzle difficulty Vary amount/presentation of information
provided to the player Design alternate solutions to puzzle Distract player with erroneous information
Puzzle Design Puzzles should be based around villains
objectives/skills Villains objective is to stop player How can this be achieved in the context of
the game? Remember game fairness, puzzle must not
be based on information a villain or boss should have not
Player empathy is essential
Level Design & ObstaclesLevels must be designed to accommodate obstacles
Obstacles must match level setting/style Should be clearly identified from background Should include visual clues
Level Structure & Progression
Ease player into each level and gradually increase level difficulty
Increase conflict gradually in line with skills Vary level pace Allow time for exploring, intense game play
and down time
Curved Difficulty Progression
Curved difficulty progression
Game Flow Control Key to good level design is to control the
flow of action in the game Carefully manage/guide player Difficult to achieve good control in non-linear
model Different solutions e.g. physical barrier or
boss that is only removed when goals are achieved
Game Flow ControlClose off area/s where necessary to allowfor better resource management E.g.
Create one way barriers to prevent users going back once crossed
Test extensively to ensure no unexpected game play e.g. Doom health and rocket launchers
Level Duration & Availability
Game levels should be suitability timed Rule of thumb is to complete a level in a
single game play session Could range from a few minutes to hours
depending on genre Long levels need to include plenty of
milestones/save points
Level Difficulty Balance game level difficulty Some frustration but avoid multiple deaths for no
good reason Cater for different skill levels Use multiple challenges at different levels of
difficulty in each level Allow different ways to complete level depending
on skill levels e.g. experts = high risk/reward Include secret passages or rewards
Level BalanceLevel inventory balance requirescareful planning
Includes supply of weapons/health Number and positioning of enemies Balance of risk and reward e.g. difficult task
=bonus
Testing & Evaluation Design of level is an iterative process Involves high level of fine tuning Requires constant testing and evaluation Pay attention to feedback
Game Design Trade-Offs
Typically game design involves conflicts between different design goals
Sometimes only possible to achieved one goal by sacrificing another
Conflicts often obvious but can be subtle Careful consideration needed to balance
which goals/objectives are included or sacrificed
Balance versus Enjoyment
Hard to balance game for all player types or capabilities e.g. novices versus experts
Ensure you know your market Understand skills and preferences of target
audience Balance the game to provide challenges for all
players
Game SimplificationIn some instances it is hard to achieve a balance between level of accuracy/abstraction
Over realistic game play may cause clutter/boredom Under realistic may disappoint expectations Appropriate level of realism needed but not at the cost
of player experience Make sure level of controls is manageable
Serious Games Serious games require attention to detail
and realistic game play Fun element must not interfere or lessen
game objective May have real world consequences
Structure versus Freedom Linear versus non-linear games Player freedom/creativity versus
frustration Genre dependant e.g. God games versus
rail shooters
Mood Setting Dark, poorly lit games invoke fear but hide
essential game detail Design for ambience is important but should
not be at the cost of playability
Innovation versus Game Norms
Unique selling point essential for a game Highlight game innovation Need to keep an element of familiarity Particularly important across genres
Maintaining Game Focus Increasingly games have elaborate sprawling
worlds Full of different activities Excessive scope leads to lack of focus and risks
losing player Needs to keep goals in sight Again careful balance needed
AI Interaction Game AI still poor Interaction with NPC typically limited Actions usually scripted and pre-
determined End result is usually combat
Balancing Game Elements
Game qualities include breadth, depth & pace
Breadth involves different actions that a player can perform
Depth involves level of activity detail Pace describes rate at which action unfolds Hard to get a correct balance between all three
Typically can achieve 2 at any time without overwhelming
player. E.g. Call of Duty 3.
Level Design Summary
Harder the challenges = bigger the rewards Design for functionality/limitations of AI Remember level place in the context of the
entire game If you remove a player skill or weapon make
the rationale clear and understandable Design for different playing styles Make good use of audio and visuals Gradual experience
Multimedia Games Development
COM429
Week 8 Level Design Process