Title: Interactive Multimedia Games Development COM631
1Interactive Multimedia Games Development COM631
- Week 5 Level Design Process
2Presentation Schedule
- Gavin McLaughlin 9.30
- Jim Murray 10.00
- Aaron Ward 10.30
- Andrew Hetherington 11.00
3Learning Outcomes
- Understand the game development process
- Understand steps from initial idea/proposal to
working prototype to full game development - Extension to week 4 lecture, early game
development - Understand what makes a good game level
- Understand how game elements interact to create
immersive environments
4Level Design Process
- Level 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
5Level Types
- Number of different level types
- Each type suitable for different scenarios
- Context dependant based on role within the game
6Level type Standard Level
- 90 of game levels are standard levels
- Contains typical game play elements and storyline
7Level 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
8Level 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
9Level 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
10Level 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
11Level Design Process
- Each level must be designed in the context of the
- game 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
12Level Design Process
- Each 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
13Level 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
14Level 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
15Design Considerations
- Level design involves 3 main considerations
- Physical/spatial characteristics
- Temporal characteristics
- Relationship between level design and game play
16Design Considerations
- Physical/spatial characteristics focus on
physical elements of the game environment - Ensure these are planned and implemented
effectively
17Design Considerations
- Frostbite engine
- Mercenary 2
- Fracture
- 95 destructible environments
- Impacts on gameplay
18Perspective
- 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
19Perspective
- Third person perspective
- Player character is visible on screen
- Game world viewed through camera observing the
scene - Fixed or over the shoulder view
20Perspective
- Types 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
21Third person perspective
Star Craft isometric view
Black White omnipresent
22Perspective
- Types 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
23Third person perspective
1942 Top down
Super Mario side view
24Mixing perspective
25Physical 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
26Internal 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
27Terrain 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
28Level Scale
- Level 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
29Level Boundaries
- Practicalities limit game world size
- Levels require boundaries
- Boundaries must be appropriate to ensure player
immersion e.g. blown up vehicles, thick
vegetation
30Level Style
- Level style influences its structure and
- appearance
- Architecture of man-made structures
- Terrain element layout
- Placement and types of objects
- Coloring/texturing/shading
31Level Style Landmarks
- Distinctive landmarks help orient player
- Aid in level navigation
- Provide focal point
32Level Consistency
- Level look should be consistent
- Each element must sit in the context of overall
theme and game objectives - Aids player immersion
33Temporal 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
34Authentic Time
- Use passage of time as a gameplay mechanic
- Can be synchronized with real world time
35Variable 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
36Player 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
37Time 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
38Level 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
39Level 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
40Level Design Obstacles
- Obstacles 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..
41Level 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.
42Level Design Enemies
Cyberdemons
Barons of hell
Cacodemons
Imps
Spider masterminds
43Level 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
44Level 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
45Puzzle Design
- Good puzzles contribute to character, plot and
story development and increase immersion - Poor puzzles are intrusive and obstructionist and
can break immersion
46Puzzle 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
47Ordinary 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
48Unusual 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
49Building Puzzle
- Player creates new object from raw materials in
the game - Involves combining or converting object
- Usually requires player guidance
50Information Puzzle
- Player supply a missing piece of information e.g.
password or key code - Discovery process involves talking to other
players, reading documents/emails
51People, 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
52Logic and Classical Puzzles
- Logic puzzles are where player must examine
information and infer answer - Classic puzzles e.g. magic square
53Riddles 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
54Machinery 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
55Good 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
56Good 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
57Puzzle Difficulty
- Fine tune puzzle difficulty
- Vary amount/presentation of information provided
to the player - Design alternate solutions to puzzle
- Distract player with erroneous information
58Puzzle 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
59Level Design Obstacles
- Levels must be designed to accommodate
- obstacles
- Obstacles must match level setting/style
- Should be clearly identified from background
- Should include visual clues
60Level 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
61Curved Difficulty Progression
Curved difficulty progression
62Game 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
63Game Flow Control
- Close off area/s where necessary to allow
- for 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
64Level 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
65Level 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
66Level Balance
- Level inventory balance requires
- careful planning
- Includes supply of weapons/health
- Number and positioning of enemies
- Balance of risk and reward e.g. difficult task
bonus
67Testing Evaluation
- Design of level is an iterative process
- Involves high level of fine tuning
- Requires constant testing and evaluation
- Pay attention to feedback
68Game 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
69Balance 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
70Game Simplification
- In 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
71Serious 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
72Structure versus Freedom
- Linear versus non-linear games
- Player freedom/creativity versus frustration
- Genre dependant e.g. God games versus rail
shooters
73Mood 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
74Innovation versus Game Norms
- Unique selling point essential for a game
- Highlight game innovation
- Need to keep an element of familiarity
- Particularly important across genres
75Maintaining 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
76AI Interaction
- Game AI still poor
- Interaction with NPC typically limited
- Actions usually scripted and pre-determined
- End result is usually combat
77Balancing 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.
78Level 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
79Assignment 3 Overview
- Assignment 3 Creation of an abbreviated game
- design document (Preproduction)
-
- Total available marks 25
- Individual assignment
- Assignment 3
- Due 04/11/08 (Week 7)
- Example document here
80Assignment 3 (Preproduction)
- Create an abbreviated game design document for
the game level you will create in Gamebryo for
Assignment 4 - Structure is based on template/examples supplied
- Report generated should follow the format given
as closely as possible, example document here - Be realistic on time constraints
- You must pitch your game to the class in a formal
presentation
81Assignment 3 Guidelines
- The document should follow the game design
document - structure provided and also include accompanying
- support material
- Description of level theme
- Level design concept development material
(including rough sketches/photographs) - Level layout design diagram (Level blueprint) and
game board - Back of the box description
82Assignment 3 Output
- Report, supporting material and class
presentation - Submission Guidelines for report
- As required following format/template given
- Submission Guidelines for presentation
- Powerpoint presentation of appropriate length
- Submission Details
- Assignments should be submitted on day of
presentation
83Assignment 3 Deliverables
- Hard copy of game design document
- Print out of back of box design
- CDROM containing digital copy of all
report/presentation and supporting material - Presentation/pitch to class in week 7
84Level blueprint game board
Level blueprint and game board from Level Design
for Games, Phil Co
85Back of the box description
Cover Dark Messiah, Ubisoft
86Assignment 3 Mark Allocation
87Interactive Multimedia Games Development COM631
- Week 5 Level Design Process