Level Design
Level design involves the creation of the game world, which is typically composed of one or more distinct levels.
Levels serve several important functions within games:
They establish the boundaries that define the virtual space in which the game takes place.
They teach players how the game operates. While some games use dedicated tutorial levels for instruction, it is also possible to incorporate learning opportunities throughout the levels in which the story unfolds, continuously introducing new concepts.
They significantly influence the game’s difficulty. Numerous design techniques can be employed within levels to either increase or decrease the level of challenge presented to the player.
They evoke emotions. Games can utilize spatial design, composition, lighting, and other elements to elicit emotional responses from players.
This chapter outlines the following key design practices:
Define Your Level Flow
Learn how to use flowcharts and descriptive text to define the sequence of objectives players must complete to finish the game.
Create Layouts
Discover what layouts are and the considerations to address when drafting them.
Create Section Views
Learn what section views represent and how to approach their development.
Create Blockouts
Understand the purpose of blockouts, their importance, and the key aspects to consider while creating them.
Create a List of Assets
Explore what game assets are, how to acquire them, and how to organize them effectively.
Add Details to Your Blockouts
Learn why it is necessary to add detailed assets to your blockouts and how to manage this process efficiently.
Build Your Levels for Exploration and Discovery
Explore how to design levels that make exploration and discovery emotionally compelling for players.
Help Players Navigate Through Your Levels
Discover visual and auditory techniques that can be used to guide players effectively throughout the game world.
Build Your Levels for Action
Gain insights into how to make action-oriented gameplay more engaging and impactful.