multimedia games development com429 week 8 level design process

79
Multimedia Games Development COM429 Week 8 Level Design Process

Upload: pauline-chandler

Post on 25-Dec-2015

215 views

Category:

Documents


1 download

TRANSCRIPT

Page 1: Multimedia Games Development COM429 Week 8 Level Design Process

Multimedia Games Development

COM429

Week 8 Level Design Process

Page 2: 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

Page 3: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 4: Multimedia Games Development COM429 Week 8 Level Design Process

Level Types Number of different level types Each type suitable for different scenarios Context dependant based on role within the

game

Page 5: Multimedia Games Development COM429 Week 8 Level Design Process

Level type: Standard Level 90% of game levels are standard levels Contains typical game play elements and

storyline

Page 6: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 7: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 8: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 9: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 10: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 11: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 12: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 13: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 14: Multimedia Games Development COM429 Week 8 Level Design Process

Design Considerations

Level design involves 3 main considerations

Physical/spatial characteristics Temporal characteristics Relationship between level design and game

play

Page 15: Multimedia Games Development COM429 Week 8 Level Design Process

Design Considerations Physical/spatial characteristics focus on

physical elements of the game environment Ensure these are planned and implemented

effectively

Page 16: Multimedia Games Development COM429 Week 8 Level Design Process

Design Considerations

Frostbite engine Mercenary 2 Fracture 95% destructible environments Impacts on gameplay

Page 17: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 18: Multimedia Games Development COM429 Week 8 Level Design Process

Perspective Third person perspective Player character is visible on screen Game world viewed through camera

observing the scene Fixed or over the shoulder view

Page 19: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 20: Multimedia Games Development COM429 Week 8 Level Design Process

Third person perspective

Star Craft isometric viewBlack & White omnipresent

Page 21: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 22: Multimedia Games Development COM429 Week 8 Level Design Process

Third person perspective

1942 Top down Super Mario side view

Page 23: Multimedia Games Development COM429 Week 8 Level Design Process

Mixing perspective

Page 24: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 25: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 26: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 27: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 28: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 29: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 30: Multimedia Games Development COM429 Week 8 Level Design Process

Level Style: Landmarks

Distinctive landmarks help orient player Aid in level navigation Provide focal point

Page 31: Multimedia Games Development COM429 Week 8 Level Design Process

Level Consistency Level look should be consistent Each element must sit in the context of

overall theme and game objectives Aids player immersion

Page 32: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 33: Multimedia Games Development COM429 Week 8 Level Design Process

Authentic Time Use passage of time as a gameplay

mechanic Can be synchronized with real world time

Page 34: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 35: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 36: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 37: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 38: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 39: Multimedia Games Development COM429 Week 8 Level Design Process

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..

Page 40: Multimedia Games Development COM429 Week 8 Level Design Process

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.

Page 41: Multimedia Games Development COM429 Week 8 Level Design Process

Level Design & Enemies

Spider mastermindsCyberdemons Barons of hell Cacodemons Imps

Page 42: Multimedia Games Development COM429 Week 8 Level Design Process

Resistance 2

Page 43: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 44: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 45: Multimedia Games Development COM429 Week 8 Level Design Process

Puzzle Design

Good puzzles contribute to character, plot and story development and increase immersion

Poor puzzles are intrusive and obstructionist and can break immersion

Page 46: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 47: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 48: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 49: Multimedia Games Development COM429 Week 8 Level Design Process

Building Puzzle Player creates new object from raw

materials in the game Involves combining or converting object Usually requires player guidance

Page 50: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 51: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 52: Multimedia Games Development COM429 Week 8 Level Design Process

Logic and Classical Puzzles Logic puzzles are where player must

examine information and infer answer Classic puzzles e.g. magic square

Page 53: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 54: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 55: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 56: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 57: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 58: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 59: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 60: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 61: Multimedia Games Development COM429 Week 8 Level Design Process

Curved Difficulty Progression

Curved difficulty progression

Page 62: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 63: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 64: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 65: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 66: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 67: Multimedia Games Development COM429 Week 8 Level Design Process

Testing & Evaluation Design of level is an iterative process Involves high level of fine tuning Requires constant testing and evaluation Pay attention to feedback

Page 68: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 69: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 70: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 71: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 72: Multimedia Games Development COM429 Week 8 Level Design Process

Structure versus Freedom Linear versus non-linear games Player freedom/creativity versus

frustration Genre dependant e.g. God games versus

rail shooters

Page 73: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 74: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 75: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 76: Multimedia Games Development COM429 Week 8 Level Design Process

AI Interaction Game AI still poor Interaction with NPC typically limited Actions usually scripted and pre-

determined End result is usually combat

Page 77: Multimedia Games Development COM429 Week 8 Level Design Process

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.

Page 78: Multimedia Games Development COM429 Week 8 Level Design Process

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

Page 79: Multimedia Games Development COM429 Week 8 Level Design Process

Multimedia Games Development

COM429

Week 8 Level Design Process