Level 3 Section 3 Summary – Level Design
– Even a cliche can be made compelling. (ice world, desert world)
– Use the “Mexican Pizza” technique to make level themes unique.
– Level names can convey mode and info to your players.
– Remember to Design from the top down: world, level, experiences, then moment-to- moment gameplay.
– Use level maps and posters to give information and build anticipation.
– Determine the theme of your levels: escape/survival, explore, educate, or learn a moral.
– Decide early whether to use scripted or procedural gameplay.
scripted = set in stone level with specific path, objects, etc. Procedural are generated randomly for variety.
– Use the beat chart to point out weaknesses in your game’s overall design
– Design your games using a tight (stand-alone) set of gameplay systems and mechanics; maximize play through re-use.
– Players will always find a way to break your game.
– Is you level an alley or an island? Design to each style’s strengths.
– Walking is never, ever gameplay!
– Every finger (hallway or corridor that branches off of the main path) should have a reward at the end, even if it’s intangible (a laugh)
– Players need variety, and surprises are just variety that players are not expecting.
– If it looks like a player can go there, they should be able to go there.
– The entire game should train players.
– Even games without a story can (should) still have a theme.
– Use playgrounds and combat arenas to test metrics and systems.