Level Design For Games 98
Aeonite writes "As a content writer I was not heavily involved in the level design process at my last game industry job, but Phil Co's Level design For Games: Creating Compelling Game Experiences accompanied me to work every day. Not only is it a good introduction to the world of level design, but it also provides an excellent overview of the entire game design process." Read below for the rest of Michael's thoughts on this book.
In the past I've been rather verbose when reviewing books about game design, as I wished to provide evidence that justified the often less than stellar score I gave the book in question. I'm pleased that I don't have to do that with this book, which as far as I can tell is a nearly flawless introduction to level design. As such, this review will be more of a recap, so as to help you decide if the book's content is right for you.Level Design For Games: Creating Compelling Game Experiences | |
author | Phil Co |
pages | 352 |
publisher | New Riders |
rating | 10 |
reviewer | Michael Fiegel |
ISBN | 0321375971 |
summary | An excellent introduction to the art of game level design |
Chapter 1, "How Do You Make a Game?," discusses the game development process from Pre-Production through Gold Master by way of showing how level design fits into the overall scheme of things. Also discussed are design documents, basic level geometry, and the difference between alpha and beta, and A, B, C and D bugs (A being "fix this now" and D being "nice to have, maybe later").
Chapter 2, "Defining the Game," focuses on the various types of games on the market and the differences between them, from first-person shooters to platformers, action RPGs to MMORPGs. Also discussed in some depth are themes (fantasy, sci-fi), ESRB ratings and audience age, and system limitations.
Chapter 3, "Enemies and Obstacles: Choosing Your Challenges," is where the book really begins to get into the nitty-gritty of the level design process. This third chapter covers the placement of enemies ("mobs") and objects within the level, the types of levels (hubs, boss levels, etc.), skill trees and the application of skills to obstacles within each level.
With an idea of what needs to go where, Chapter 4, "Brainstorming Your Level Ideas," delves into the creation of concept sketches and reference images, the creation of a level's storyline, the drafting of a level description and the design of the puzzles and scripted sequences within the level (which incorporate the mobs and objects discussed previously).
Chapter 5, "Designing With a Diagram," is where all those ideas and brainstorming begin to take concrete shape. A primary concern here is the scope and order of levels within the game, particularly in terms of a player's progress through each level. Once you know where your level fits into the overall schema, the author tells you to lay it out in diagram format by creating a grid; this is not unlike a Dungeon Master carving out 10' by 10' dungeon corridors on graph paper for a D&D game. You know who you are.
Chapter 6, "The Template," introduces the reader to UnrealEd, a level editor for which a demo is provided in the back of the book. The author walks through the basics of using UnrealEd, from the basic creation of a room and the placement of an NPC within it to slightly more advanced topics such as vertex editing and static meshes. It's a fairly technical chapter, but is laid out clearly with numbered instructions and plenty of screenshots to guide the reader along.
Chapter 7, "Improving Your Level," jumps ahead in time a bit, assuming that you've already mastered the basics from Chapter 6 and have created a level template that can now be play-tested. It focuses mostly on that play-testing process and how to adjust and balance one's level based on feedback in order to make it fun and functional.
The next chapter, "Taking It to 11," is more concerned with polish and quality. Topics include architectural style, the addition of details like trim and borders, the appropriate use of textures and props, and the like. The second third of the chapter takes the reader back into UnrealEd to practice some of these skills, including the creation of new shapes and a radial building technique to create curved hallways an rounded rooms. Finally, the chapter discusses the addition of other game elements, including scripted sequences, ambient sounds and music, and other special effects such as fog.
The final chapter, "Ship It!," revisits the concept of Alpha, Beta and Gold Master in more depth, discussing optimization, the creation of zones (with an UnrealEd tutorial to help the reader along), game balance, and bug testing. It closes off with some discussion of helpful skills and practices one might pick up, including how to file a good bug, why you should archive data, and how to take good screenshots.
On the subject of screenshots, it is worth noting here that the book contains one such shot from Flagship Studio's Hellgate: London, a game which I am downloading from the EA store as I write this review, and which is scheduled for official release on Halloween, 2007. In my experience, many books on game design tend to incorporate screenshots and examples from older games, and it's rare to find a book that includes a screenshot from a game that is not only current, but as of the book's publication was yet unreleased. Indeed, most of the examples in the book are of games released in the past several years (Psychonauts, Half-Life 2, Doom 3), and this gives the book added relevance, appeal and longevity.
Aside from the more technical language involved with the UnrealEd tutorials, the book's clear language and friendly tone makes it quite accessible, even for those not of a technical persuasion. While I can't speak to how much the book would help a more experienced LD, it definitely seems appropriate for a beginner who's eager to learn the craft, or anyone interested in the game industry as a whole. I highly recommend it.
You can purchase Level Design For Games: Creating Compelling Game Experiences from amazon.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.
Level Design Primer (Score:5, Informative)
No I am not a Valve Employee.
Re:Level Design Primer (Score:5, Insightful)
Re: (Score:2)
Got any suggestions?
Re: (Score:2)
A list for your (dis)pleasure: http://en.wikipedia.org/wiki/List_of_video_games_considered_the_worst_ever [wikipedia.org]
Layne
Re: (Score:2)
Re: (Score:2)
Re: (Score:1)
Re: (Score:2)
Re: (Score:1)
Re:Level Design Primer (Score:5, Informative)
For multiplayer level designers, I'd take a very long look at Call of Duty 4. Where Valve is the king of maps in general, Infinity Ward has a ridiculous way about making use of height, rooftops, and general stacking of levels while maintaining impeccable multiplayer balance and flow.
Re: (Score:3, Interesting)
For multiplayer level designers, I'd take a very long look at Call of Duty 4.
IMO, the CoD games are also worth taking a look at for single-player level design. they have their drawbacks--overly scripted and railed progression, nonsensical objective-linked enemy spawns, etc--but some of the moments that appear in these games are just brilliant. take the ghillies in the wind level in CoD4: it's a heavily scripted sniper mission, but it captures a sense of tension and realism that makes you believe that if you deviate in one detail, your character would indeed be dead. scripted and
Re: (Score:2)
That level of CoD4 felt a bit forced to me because of the conversation from your partner. On the one hand it's trying to give you the feel of being an elite sniper on a high-risk mission deep in hostile territory - the kind of mission only the best of the best would be sent on. On the other hand, the team leader is talking to you like it's your character's first ever covert operation. I found that a bit jarring.
Re: (Score:1)
That level of CoD4 felt a bit forced to me because of the conversation from your partner
you're absolutely right. hell, the fact that they're talking at all stretches realism a bit too far for my tastes. i'm not saying the level is perfect, just that elements of it are extraordinarily well done. i think playing that level with the captain's tutorial voice-overs muted would be amazing--the hand signals are actually almost enough to explain what needs to be done at crucial moments, just as they would need to be in the field.
Re: (Score:2)
Some of my favorite levels that I've played so far are:
A giant war board game! The game places you in a room with two people playin
Re: (Score:2)
Re: (Score:3, Informative)
But it appears Phil Co is or was at some point. http://www.valvesoftware.com/people.html [valvesoftware.com]
So perhaps the book is worth a look.
Deus Ex (Score:1)
That's why I think Deus Ex is the better example. On most of the maps you not only have multiple paths you can take, but there are multi
Re: (Score:1)
Valve may be good... (Score:1)
Re: (Score:1)
This [hlcomic.com] is one of my favorites from that strip that gives commentary on what you can and can't do within the HL universe.
Re: (Score:1)
Every nook and cranny of the layout was used superbly. When you see the actual map for the level(s), you realise just how small it is and think "No way - I spent a fantastic hour in that room..."
Just sayin'.
Re: (Score:1)
Re: (Score:2)
Re: (Score:1)
Re: (Score:1)
Re: (Score:2)
Too bad Hellgate: London sucked (Score:2, Informative)
Re: (Score:2)
In addition, they didn't let you play with several hyped features, particularly weapons modding. That royally annoyed me.
I found that Mass Effect has delivered on what Hellgate attempted to sell, sans multiplayer support and dynamically generated levels. (Weapons modding, tons of story lines, a similar seeming combat system (albeit almost wholly ranged combat), with downloadable content on the way.
Re: (Score:2)
The demo deserves to go in the "Dumb Ass Demo Choices" hall of fame, though. It's the game developer equivalent of purposely choosing clothes that make you look fat.
Level-design after the end of levels (Score:2, Interesting)
Re: (Score:1)
The day that there ar
Re: (Score:1)
Re: (Score:2)
the cliches of level design (Score:5, Insightful)
All too often, I have seen games where the level design consisted of the following cliche decisions. Level 1 should be garden-themed, level 3 should let you swim (if you're ever allowed to swim), level 4 should be slippery ice, level 6 should be raging lava which kill you if you touch it, and level 8 should be a screwed-up-gravity level that lets you walk on the ceilings or reorient yourself in space.
What's funny is that these same gameplay decisions are leaking into the storylines of modern adventure movies. For example, the plucky racing scene in Cars, or Star Wars I. Or the sidescroller robot factories in Minority Report and Star Wars II. Or the "jumping on floating bits across lava" scene in... uh, Star Wars III. The transitions in Lord of the Rings from "ice" to "fire" to "water" to "forest" areas actually seem to make sense, but only because they take place over 36 hours of video, or 1600 pages of text. Cramming it into a single game or movie with almost no transition just makes it seem ridiculous.
Re: (Score:3, Interesting)
Re: (Score:2)
Layne
Re: (Score:2)
Re: (Score:2)
Re: (Score:1)
Re: (Score:1)
> place over 36 hours of video, or 1600 pages of text. Cramming it into a single game or movie with almost no transition just makes it seem
> ridiculous.
No, it makes it fun. When I play games I want fun now. Watching lord of the rings is ok if you've got 3 or 10 hours to watch `explore a bit..fight a bit...explore a bit...mystical crap about fairies...figh
Re: (Score:2)
Re: (Score:1)
Is that the Director's Director cut version where each film has 9 hours of extra content?
Re: (Score:2)
That sounds a lot like this game [wikipedia.org].
Re: (Score:2)
Level design is a separate discipline entirely. It's about taking the game design, and crafting progression within those limitations.
These cliches you're talking about are more along the lines of game design cliches, which forces the land of level design to introduce gameplay elements at a rate which feels challenging, but not overwhelming, impossibly, or narratively nonsensical
Re: (Score:2)
Re: (Score:1)
Team Fortress level design (Score:4, Insightful)
Re: (Score:2)
Re: (Score:3, Informative)
Multiplayer level design (Score:1, Interesting)
Take counter-strike as an example. Next, look at the Italy map. I haven't played in a while so that is why this is a reference to an older map. In the Italy map, if you are a counter terrorist, you can go down the alley to the left, through the apartment straight ahead, or through the market to the right. Those are the only choices you have and all the paths are always
See TF2 (Score:1)
Re: (Score:2)
Re: (Score:1)
What about for Non-Games? (Score:5, Funny)
I can imagine using game level design for architecture:
Architect: "So I think we should have lots of cardboard boxes in this hallway"
Sr. Architect: "Why?"
Architect: "For better sniping spots during the shootouts!! And all good levels have cardboard boxes and crates!!!"
Sr. Architect: "WTF are you talking about?"
Architect: "And there should be a flamethrower canister in the Men's room"
Sr. Architect: "You're fired."
hehe... actually, I remeber hearing ages ago that Oni levels were built with architecture tools, not standard level design tools.
Re: (Score:2)
Level Designer: "Let's see, after going through this hall, they'll probably be beat up pretty good, gonna need some health."
Writer of companion novel: "Hm, okay, I can work in a dead-marine-carrying-health-packs-in-that-room into chapter 3..."
Re: (Score:1)
Re: (Score:2)
Re: (Score:2)
Re: (Score:3, Interesting)
The Crates of Wrath (Score:5, Funny)
Re: (Score:1)
Isn't it time to say goodbye to 'levels'? (Score:3, Interesting)
Why do I care about the term 'level' at all? Honestly, I think it encourages game designers, environmental artists (a better name than level designers) and even publishers to think too linearly, and to be intellectually lazy. Publisher: how many levels will this game have? Game designers: 30 levels. Publisher: Fantastic, that's 10 more levels than our competition has. Gamer: yawn...
So what do I want instead? Give me environments! Give me worlds! I want freedom to explore, to find out of the way nooks and crannys, and more than one way of getting from point A to B. I want to solve problems using logic, not by playing "guess what the game designer wanted me to do or go next"? Game designers: Create a living, breathing, interesting world, and then let your players enjoy their time here. Stop shoving the player along a conveyor belt.
Obviously, it's not fair to pin this on the term 'levels'. But it just seems like a term that emphasizes aspects of games I'd love to see the industry move beyond.
Re: (Score:2)
Older style games where things were much more confined annoyed me less -- they were overtly trapping you, and I didn't get frustrated.
For example, in a 2d side-scroller, it doesn't bother me that I can't break out the windows in t
Re: (Score:2)
It's the players, not the designers. (Score:2)
Re: (Score:1)
Re: (Score:3, Interesting)
I wouldn't describe myself as a level designer, rather j
Re: (Score:1)
Re: (Score:2)
You won't like my latest game then. [spacepatrol.info] Fortunately, there are enough people who do.
Alternatives? (Score:1)
Is there anything that offers up more of the design discussions, without any of the specific (or at least just a lot more varied) implementations.
I'm thinking MUDs, Space Games (no physical obstacles, many degrees of freedom), and D&D levels. Anything out there that could apply to such a range?
Re: (Score:2)
Some reflections (Score:1)
In the "good 'ol days" of Quake I was fairly involved in the multiplayer side of leveldesign (Aerowalk) and what strikes me is that there's different kinds of leveldesign these days. You have the "casual"-gaming target audience and you have the "e-sport" audience, and designing for the them is completely different.
For the casual gamer, immersion, not getting stuck, being apropriately difficult etc etc is key. For E-sport (or hardcore gamers) leveldesign needs to be challenging, have a learning curve be
Hardcore players (Score:1)
Re: (Score:1)
Craft of the Adventure (Score:2)
The Craft of the Adventure can be found on the IF-archive [ifarchive.org]. While there, another good read is the authorship-guide.