Game Development Community

Level Design - Looking for advice

by Dan Webb · in Game Design and Creative Issues · 09/03/2012 (4:18 am) · 20 replies

To begin, I've been concentrating specifically on terrain generation and texturing, to the exclusion of honing my level design skill set. Now that I feel I'm approaching a professional level of artistic quality in my terrains, I'm finding that when I sit down to start planning/drawing the basic layout of a level I stare blankly at the page with no idea of what I'm actually doing. Sure, I can doodle away and create a path for the player, but the path is boring to put it mildly.

I've always admired those level designers who consistently churn out amazing and engaging designs and I'd like to eventually design my own levels with a similar amount of wowness. Trouble is, I don't understand the psychology involved: how to encourage the player to choose one path over another. Or how to make the player want to check every crate and chest before proceeding to the checkpoint.

So this is a cry for help. If anyone here can refer me to an online guide (I'm boycotting the printed word!) or what have you that details this kind of thing, I'd be more than grateful.

Dan

About the author

I do terrains. Lots of other stuff too, but mostly terrains. I die in games more often than not because I'm admiring the view.


#1
09/03/2012 (6:11 am)
You may or may not know about this but here is a good site from level designing worldofleveldesign.com/.
#2
09/03/2012 (8:55 am)
Actually that seems like a rather good step in the right direction. So thanks for that mate!

I'd still like to get some other recommendations though, so if anyone else has a site they can recommend, please do so. Maybe we can turn this thread into a Level Design Principles discussion?
#3
09/03/2012 (9:00 am)
Take a tour in the old parts of various cities. Look at how cities organically grow. Imagine little treats for a player in hard to reach places. Take photos, go home and design.
#4
09/04/2012 (7:01 am)
Level design is a talent on its own. I've seen good and bad while researching for my own purposes. Not sure of your game premise/outlook, but here are a few tips I hope will help.

Don't start with your char(characters/players) point of view.
Start from the chest/crate and work your way back.
Throw in objects of compatibility to reach desired chest.
Reason to reach chest(s) should include part of level solve.
Info of solve will be explained at level intro(short) as in "26 chests retrieve the...).

Lostitem.

#5
09/04/2012 (11:30 am)
I always start with the emotional response I want out the player. What is the players goal? Are the enemies terrifying? From there I can shape out the scale and size of the area. You also have to take into consideration of the players skill set and will the player be able to use the abilities they have with out becoming so frustrated that they have no desire to continue. Your level should function beautifully without any art design, it should be fun before it looks good. Also what is the players main ability do you want to empower that or restrict it, maybe a balance of both. Swords need open areas tight areas restrict movement, snipers need distance and hiding spots and so on. gamasutra has some beautiful articles on controlling the emotional response of the player. I love level design it's a beautiful art form.
#6
09/05/2012 (5:54 am)
Thanks for the tips guys. I've been learning quite a bit believe it or not.

@Ronny - I live in Australia. We don't have any old cities here I'm afraid. And the cities we do have are thousands of kilometres apart. :)
I did take your advice and went a Googlin' to see how cities develop. Manchester (UK) came up as the fastest growing city in the world. Interesting to see how the newer parts are totally different to the older ones. You'd do well to check it out actually.

@Michael - I think all your points are relevant to many aspects of design. Not just games. What I need to do is ask myself questions about what the level is all about. Then jot down the answers and go from there.

'Start from the chest/crate and work your way back.'

I never would have thought of it this way, so thanks. That's really the crux of the whole thing really. Having a reason to be where the player is, and not just a place.

@Glenn - It sounds like what you're saying would be most applicable in a singleplayer level, not so much a multiplayer one. Well, except the part about making it playable before making it pretty, which seems like a good rule of thumb.

I think what I'm wanting to know is, apart from everything that's been laid out already (which I didn't know I needed to know!) what aspects of level design carry over to all game types? For example; I once read someone saying that to get a player to move to a particular point on the map, you draw their attention to it by making it stand out. It could be (as was the example given) a house which is more elevated that the other houses, and better lit. Apparently players tend to go toward the brighter parts of the map.

I'm going to need to put all of this stuff into a pencil sketch I think. After I make notes, that is. So thanks guys.
#7
09/06/2012 (5:15 am)
Hey Dan, I have a few questions about terrain creation that Id like to ask you. Can you plz contact me @ pyoskowitz(at)Winterleafentertainment(dot)com

thanks!
#8
09/06/2012 (9:38 am)
There subliminal tricks like making lights or signs green along the desired path and red along an undesired path. Light attracts the eye so a progression of light also works, making an area brighter as players get to keep points. These techniques should be applied subtly because you want it to be subconscious thought not conscience. Sounds also can be used to attract or deter the player.

The tips I said before apply to all games, especially your multiplayer shooters. Most multiplayer levels are over a balance of power. Levels should mirror each other and There should be a certain amount of risk to balance the reward. If there's a great sniper point the person should have to travel through an risky open area to earn that spot. If there's a well traveled hall way an assault player can gun down all who travel through it. The assault player should have to watch his back or be vulnerable to a grenade toss. The emotion your seeking are empowerment, excitement, worry, and anticipation. Risk and reward, and the tug of war effect must be applied strategically.

Rookie players try to go to the safest parts of the map where as veterans tend to venture out more. Light does attract the eye, quiet, dark, and narrow areas slow people down in anticipation of what around the corner. Wide open spaces make people feel vulnerable and small.

Spawn points are also very important for single and multiplayer games. You should find the perfect balance and never spawn someone where they don't get recovery time. Your level should keep people moving between high traffic zones and low traffic zones, if it's single player then the level should make the player progress to the goal with hints of exploration. People don't like to be turned around by walls or impassable obstacles. Use events to force them on the correct path. Destruction, overwhelming force, a desired asset, and time(but don't use a clock, create a sense of urgency). Level design is my forte. If you have any more specific questions for a specific situation feel free to ask.
#9
09/06/2012 (9:14 pm)
Okay this is weird. I'd previously posted a reply here earlier today and saw my post directly under Glenn's. Now it is gone and I'm wondering what the hell? It's as if an admin deleted it, but there was nothing in it to justify such an action. Are any other posts randomly disappearing?
#10
09/07/2012 (7:10 am)
Nope can't say I've noticed that but it may be a bug like the double post or crazy text bugs. I does seem weird that you saw the post then it was no longer there.
#11
09/07/2012 (10:26 am)
We haven't removed anything and I haven't had any other "missing post" reports. I have had duplicate posts in the past though.
#12
09/07/2012 (6:18 pm)
I have posted stuff that I could have sworn was posted. Came back and it was not there. I thought I was seeing things. So I dunno if I lost posts or not. How is that for being wishy washy?

@Dann,
On the level design I have been reading through this thread and there is lots of great stuff. One thing that popped into my head, which I think someone may have already touched on, was, "What am I trying to accomplish in the level?" Is there something the player needs to learn? Am I trying to reveal something about the story? Is there a particular challenge that will prepare the player for the next level?

An easy example is a training level. It gives you simple tasks to complete that help you learn the interface. Another level would be to help you understand how to drive a certain vehicle. So, mainly levels are goal oriented until the player is "up to speed". From there it seems like the levels are more challenging and/or designed to reveal a certain part of the story (if there is one). One level that was very challenging and revealed the story was the Ravenholm level form HL2. If you chose to only use the gravity gun it was a lot more challenging than just using guns. Other levels may end up being that it is "just cool" to have <something> in the level. I think the last level in HL2 was that way. It was "just cool" to change the gravity gun into a super physics displacement super weapon. I mean how can you get tired of throwing enemies into vaporizing energy streams?
#13
09/07/2012 (6:37 pm)
@David - I didn't think it was an admin thing. In fact, I recall it happening once before but on another site (I think) so I'm thinking it's actually a Chrome thing. Weird though.

@Frank (and everyone else) - That's the thing. The goal at the moment is to have a level that's interesting to move through. That's it. I know there are certain features of terrain I want to show off, such as a canyon, a bridge over that canyon.... and that's about all I have so far. :/

I'm assuming that when I'm making an actual game level that it'll be easier, given the tips I've already picked up here and elsewhere, but for now I just want to create a cool looking map with variation.

You guys remember Far Cry's 'Pier' level? You'd start at the top of a mountain and hang glide across the ravine, then creep to the machine gun nest, then the sniper tower and the camp. Then make your way to the pier and take out the mercs there before grabbing a Zodiac and proceeding to the next level. That was an awesome level, and I'd love to make something similar.
#14
09/07/2012 (8:37 pm)
Is this FPS?

Then have your dude climb really high up a mountain or high object, show some nature and how pretty the area is, have the person stop and enjoy a nice sack lunch, then have them assemble a high powered sniper rifle, zoom in on the people standing on the bridge, have the sniper pick one person and shoot a pair of binoculars out of their hand, then have the sniper make someone "fall" off the bridge, have the sniper lazily put his stuff back together and put his back pack back on and walk down the hill whistling. Okay, I know, more of a video than a level, but it could be fun...

It would allow you to show off the level, but it would need more animations.

Okay, I reread and you want an interesting level. Just throw some stuff in there. You know: natural hidden base setting in the middle of nowhere, really mean looking dudes guarding a base, the people always speak a foreign language like Canadian :), semi archaic looking area with wooden posts or ancient stone work guarding a really advanced underground network of high tech stuff with no apparent power source to speak of, natives in the jungle playing drums, sounds of cats and weird animals, and some sneaky approach vector either by plane, submarine, or riding a dolphin. The result is sneaky blowing the hell out of **** that apparently never alarms the people just inside the base so you can choke them silently to death. Oh, and don't forget the really awesome super duper baseball bat that can defeat anybody with a gun.
#15
09/09/2012 (7:49 pm)
Yeah... That's great, Frank. I'll just put all of that in then, shall I? :D
#16
09/09/2012 (9:14 pm)
Well...maybe you can just include the "punch a mountain...in space" bit.
#17
09/09/2012 (11:02 pm)
I was thinking more along the lines of 'covert insertion via dolphin' actually. Maybe it could be a space-faring dolphin though. Ah, good old indie development. EA wouldn't touch this.
#18
09/12/2012 (1:43 am)
John Madden might be mad enough to do it though...

Can a dolphin punch? Maybe you can call it "Punch Drunk Dolphin...In Space". Is Sandler busy these days?

You know, a submarine disguised as a whale would be really cool. Very 10,000 leagues under the seaish.

Have you played Jade Empire? I am totally loving that line from the credits: "so you could punch a mountain...in space." The guy talking was the main bad dude and he was talking to someone who was only a head.
#19
09/12/2012 (9:11 am)
Hells yeah!

i42.photobucket.com/albums/e304/kaffeend/CrazyAwesome.png
As for Jade Empire, I don't recall that part. Are you sure you aren't just having an acid flashback Frank?
#20
09/12/2012 (12:22 pm)
It is after the credits. The one gal talks about doing things she might regret and there are probably videos on the internet. Another of the characters complains how his character was eclipsed by the drunken master guy. And a bunch of other silly commentary. The best was the main bad dude talking about you and how he helped you. So go play the ending again and watch all the credits. Actually I think you can just play the credits from the main menu. It was on the XBox version only from what I understand. I found a link to the credits, but the video did not work. I also found someone commenting on the end game, but they talked over some of the dialog in the credits. So if you want to see it in all its glory watch the Xbox credits for Jade Empire. It is funnier that heck.

And yes, the shark is awesome!