Lecture 11 - cs.cornell.edu
Transcript of Lecture 11 - cs.cornell.edu
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Level Design
Lecture 11:
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Today
Administrivia
Lecture on level design
Group time and consultations
Level Design2
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Design Documents Graded
Out of 36 points
4 points per section: Vision, Objectives, Challenges,
Interactions, Mockup, Feature List, Plan, Playtesting
Revisions allowed – resubmit it to me
Level Design3
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Next Week
Oct 7th
1st prototype due
Submit SWF through CMS
In class: playtesting
Bring multiple computers
Oct 9th
In class: postmortem presentations
You need to be in class all of next week
Level Design4
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Prototype Grading
First Prototype: Oct. 7th
Out of 5 points
5 – playable
4 – playable but some crucial components don’t work
3 or lower – unplayable; multiple components are missing
Second Prototype: Oct 21st
Out of 100 points
Each group gets a customized rubric
Rubric will be distributed Oct 8th
You can submit a counterproposal by next Friday, Oct. 10th
Level Design5
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Change to First Prototype
Only three levels required
Easy
Medium
Hard
Level Design6
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Policy on crashes
First Prototype
It’s okay but will annoy your playtesters
Second Prototype
Acceptable in rare circumstances
Releases
Unacceptable!
Level Design7
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Level Design
Level Design8
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
The Level Designer’s Dilemma
Greatest game idea ever!
Now what?
Level Design9
Show off the design!
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Three Key Ideas
Progress through mechanics
Explore the design space
Implement design patterns
Level Design10
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Progress through mechanics
Explore the design space
Implement design patterns
Level Design11
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Portal 2 Mechanics
Level Design12
Level
Mechanic
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Level Design13
Recombination
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Reinforcement
How long to “dwell” on a mechanic before
introducing a new one?
Level Design14
Actions:
A = jump B = dash
A A A BA B vs.
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Recombination
How often to combine mechanics with other
mechanics?
Level Design15
Actions:
A = jump B = dash C = shoot fireball
A AB ABCA B C vs.
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Level Design16
Rei
nfo
rcem
ent
Recombination
A, B, C, D, E
A, A, A,
B, B, B
A, AB, ABC,
ABCD, ABCDE
A, A, B,
B, AB, AB
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Robot Unicorn Attack
Level Design17
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Robot Unicorn Attack Progression
Level Design18
Mechanics:
A = jump B = dash
A A A B A A B
High reinforcement, low recombination
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Level Design19A
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Level Design20AB
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Level Design21AB
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Level Design22ABC
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Level Design23ABC
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Hello Worlds
Level Design24
ABCABCABABA
Moderate reinforcement, high recombination
Mechanics:
A = move B = two worlds C = close world
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Starcraft
Level Design25
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Starcraft
Level Design26
ABCDABCABA
DCBA
A A A A
Low reinforcement, high recombination
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
What’s the best?
No correct answer
Some reinforcement but not too much
Some recombination but not too much
Level Design27
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Progress through mechanics
Explore the design space
Implement design patterns
Level Design28
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Progress through mechanics
Explore the design space
Implement design patterns
Level Design29
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Explore the design space
How do mechanics interact in interesting ways?
Level Design30
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Braid
World 2: basic mechanics (jump, kill, rewind)
World 3: unrewindable objects
World 4: time is connected to motion
World 5: clone yourself and do two things
World 6: slow down time
World 1: time moves backwards
Level Design31
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Braid
World 2: basic mechanics (jump, kill, rewind)
World 3: unrewindable objects
World 4: time is connected to motion
World 5: clone yourself and do two things
World 6: slow down time
World 1: time moves backwards
Level Design32
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Level Design33
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Level Design34
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Level Design35
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Level Design36
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Progress through mechanics
Explore the design space
Implement design patterns
Level Design37
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Progress through mechanics
Explore the design space
Implement design patterns
Level Design38
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
What is a design pattern?
what everyone else does
Level Design39
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
First-person Shooter Design Patterns
Level Design40
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Arena
Level Design41
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Stronghold
Level Design42
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Sniper spot
Level Design43
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Choke Point
Level Design44
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Progress through mechanics
Explore the design space
Implement design patterns
Level Design45
gamedesigninitiativeat cornell university
thegamedesigninitiative
at cornell university
the
Rest of class
Group meeting time
I will come around to each group
Level Design46