What is Level Design? Steve Swink Flashbang Studios, LLC.

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What is Level Design? Steve Swink Flashbang Studios, LLC

Transcript of What is Level Design? Steve Swink Flashbang Studios, LLC.

Page 1: What is Level Design? Steve Swink Flashbang Studios, LLC.

What is Level Design?

Steve SwinkFlashbang Studios, LLC

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Video Game

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Art

• Theme:– Story, World, Characters, Dialog, Background

• Treatment:– Look, Style, Character Design, Polish– “Art Direction”

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Theme, Treatment, or Mechanic?

• Intricately Painted Wall Textures• Rock Climbing• Solid Snake’s Headband• Gem Collecting• A lone marine destroyed the Strogg leader• Glowing eyes• The driving force of Spira is the religion of

Yevon

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Art

• Theme– Writing, Supplemental Materials

• Treatment:– Character Design– Graphic Design– Industrial/Vehicle Design– Environmental/Architectural Design

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Design

• Mechanic Design• Level Design• Traditional/Board Game Design• Interface Design

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The designer-

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defined

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relationship

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between player

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input

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and game

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reaction (output)

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Mechanic Design

The designer-defined relationship between player input and game reaction (output)Shorthand: ‘Reactive Motion’

What the player does

The verbs

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Design

• Mechanic Design• Level Design• Traditional/Board Game Design• Interface Design

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Level Design

• Nouns

• Context

• …Stages, Worlds, Tracks, Boards, Songs, etc…

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Design

• Mechanic Design• Level Design• Traditional/Board Game Design• Interface Design

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Tweaking

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of abstracted

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variables

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to acheive

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“balance”

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Traditional Game Design

Tweaking of abstracted variables to achieve “balance”

The glue that holds Mechanic and Level together

The game’s ‘structure’

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Design

• Mechanic Design• Level Design• Traditional/Board Game Design• Interface Design

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Level, Game, or Mechanic Design?

• Symphony of Destruction in Guitar Hero• Completing the yellow switch palace makes all

empty yellow blocks full• From a jump, reverting then manualing allows

your combo to continue• Gold medals are worth ten points; points can be

used to unlock additional content• Hyrule Field • Donut Plains in Super Mario Kart• Winning the Mushroom Cup on 150cc unlocks

the Flower Cup

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Technology

• Platform– Hardware– Software– Input– Output

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Level Design

• Half of Game Design– Nouns to Mechanic’s

Verbs

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Level Design

• Half of Game Design– Nouns to Mechanic’s Verbs– Places and things, mostly

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Level Design

• Half of Game Design– Nouns to Mechanic’s Verbs– Places and things, mostly

• Verbs = what you do• Nouns = what you do to

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Level Design

• Half of Game Design– Nouns to Mechanic’s Verbs– Places and things– Persons – AI

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Level Design

• Half of Game Design– Nouns to Mechanic’s Verbs– Places and things– Persons – AI– Crafting Experience

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Levels

• …Stages, Worlds, Tracks, Boards, Songs, etc…

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Levels

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Levels

• …Stages, Worlds, Tracks, Boards, Songs, etc…

• Ubiquitous– Of varied importance to various games

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Levels

• …Stages, Worlds, Tracks, Boards, Songs, etc…

• Ubiquitous– Of varied importance to various games

– Tetris vs. Tony Hawk

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Levels

• …Stages, Worlds, Tracks, Boards, Songs, etc…

• Ubiquitous

• Single Player

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Levels

• …Stages, Worlds, Tracks, Boards, Songs, etc…

• Ubiquitous

• Single Player– Breadcrumb Design

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Levels

Player: “I want to go here!”

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Levels

Player: “I want to go here!”

Designer: “Sorry, you can’t.”

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Levels

Player: “I want to go here!”

Designer: “Sorry, you can’t.”

Player: “Why not?”

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Levels

Player: “I want to go here!”

Designer: “Sorry, you can’t.”

Player: “Why not?”

Designer: “Because I said so.”

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Levels

Player: “I want to go here!”

Designer: “Sorry, you can’t.”

Player: “Why not?”

Designer: “Because I said so.”

Player: “You’re not my real Dad!”

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Levels

• …Stages, Worlds, Tracks, Boards, Songs, etc…

• Ubiquitous

• Single Player– Breadcrumb Design

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Levels

• …Stages, Worlds, Tracks, Boards, Songs, etc…

• Ubiquitous

• Single Player– Breadcrumb Design

– Sandbox Design

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Levels

• …Stages, Worlds, Tracks, Boards, Songs, etc…

• Ubiquitous

• Single Player– Breadcrumb Design

– Sandbox Design

– Level-derived Design

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Levels

• …Stages, Worlds, Tracks, Boards, Songs, etc…

• Ubiquitous

• Single Player– Breadcrumb Design

– Sandbox Design

– Level-derived Design

– Algorithmic

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Levels

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Levels

• …Stages, Worlds, Tracks, Boards, Songs, etc…

• Ubiquitous

• Single Player– Breadcrumb Design

– Sandbox Design

– Level-derived Design

– Algorithmic

– Physiological: meditative, Alpha waves

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Levels

Noun Density

Ver

b C

ompl

exity

Tetris

Tony Hawk

Soul Calibur

Metroid Prime

Myst

DDRExcitebike

Single Player Games

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Levels

• …Stages, Worlds, Tracks, Boards, Songs, etc…

• Ubiquitous

• Single Player

• Multiple Players

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Levels

• …Stages, Worlds, Tracks, Boards, Songs, etc…

• Ubiquitous

• Single Player

• Multiple Players– Equality, balance of opportunity

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Levels

• …Stages, Worlds, Tracks, Boards, Songs, etc…

• Ubiquitous

• Single Player

• Multiple Players– Equality, balance of opportunity

– Minutia

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Levels

• …Stages, Worlds, Tracks, Boards, Songs, etc…

• Ubiquitous

• Single Player

• Multiple Players– Equality, balance of opportunity

– Minutia

– Aesthetics (not important)

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Levels

• …Stages, Worlds, Tracks, Boards, Songs, etc…

• Ubiquitous

• Single Player

• Multiple Players– Equality, balance of opportunity

– Minutia

– Aesthetics (not important)

– Playground versus Birthday Party

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Levels

• …Stages, Worlds, Tracks, Boards, Songs, etc…

• Ubiquitous

• Single Player

• Multiple Players– Equality, balance of opportunity

– Minutia

– Aesthetics (not important)

– Playground versus Birthday Party

– Physiology: Visceral, Beta Waves

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The Level Designer Par Excellence

• Playful

• Perspicacious

• Moderate

• Objective

• Fortitude

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Masterworks

• Metroid Prime – Cunning interblending of stimulus

• Visceral

• Logical/Analytical

• Exploratory

• Mario 64

• Castlevania: Circle of the Moon

• Tony Hawk

• Counterstrike

• Super Mario Kart

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