Level design is a complex process, and has to take many
different things into consideration. A whitebox version is almost always made
first to make sure everything fits together perfectly. The layout of the level
must accommodate for character size and movement possibilities or the
consequences will be game-breaking. Asset designers are important for a game’s
visual style, but it is the level designer that takes their work and makes it
believable.
Keeping the player interested the entire time they are
playing a level requires clever use of game mechanics. If the player can jump,
add some height variation and even make puzzles out of the mechanic. Give the
player objects to crouch or hide behind if they are going to be doing a lot of
shooting, but if they are going to be doing more melee combat, give them some
open spaces to fight in. Abilities the player character gains relating to
environmental interaction can keep levels fresh even when they are to be
visited multiple times, and can even be used to cleverly withhold parts of the
level until the player gains these abilities. Alternatively, finding different
uses for characters’ abilities to make puzzles for the player and add a little
variation to the gameplay. These can even become a kind of gimmick for a
certain area, helping to keep different zones distinct and interesting.
In this particular level you use your guns for... hacking?
The player must be given a feeling of freedom, this means
ensuring the path they will walk is complex and gives at least the illusion of
choice. Invisible Walls should be avoided, as they ruin immersion and destroy
that feeling of freedom. Making levels overly complex should also be avoided.
Players will need at least a certain amount of guidance to feel like they are
making progress and keep them from becoming frustrated. Even in a large
environment his can be done through visual cues such as colouration of objects
(see Mirror’s Edge), enemy placement or even things as subtle as shapes in the
landscape leading the eye. Almost any compositional element can guide the
player if executed correctly.
When the player is provided with a complex world but given a
linear objective, it’s a good idea to give them some incentive to explore this
world. Even in multiplayer maps things like pickups can make even the most out
of the way, seemingly redundant areas an important place to visit. Hidden
collectibles that give the player character a little extra power reward
exploration and are good incentive for the player to wander off the more
obvious route through a level.
Creepy music? Check. Corpses? Check.
Dangerous enemies? Check, but more pickups than you can shake an energy cell at.
Another element that must be considered that greatly aids
immersion is sound. The materials of what the player walks on must make corresponding
footstep sounds, and things in the environment must make appropriate sound
effects, especially when the player interacts with them. The level designer
uses various different triggers and careful positioning to keep the sound
design convincing and immersive. This can also be another way of leading the player.
Same goes for lighting, which is arguably the most important part of creating
atmosphere.
The role of the level designer is incredibly important when
it comes to gameplay. Without proper thought a level is just a collection of
assets- by arranging them convincingly and artistically the level becomes
something truly interesting and memorable.
References- http://www.youtube.com/watch?v=xGEb72yPoNI
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