Level designintro

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Information about Level designintro

Published on March 12, 2014

Author: lankoski

Source: slideshare.net


The course intro for level design course with an introduction to some surrealist methods and development project aiming to use those those techniques. This is part of an experiment in design teaching to extend student design understanding outside of tradition methods.

Level Design Sprint 2014 Petri Lankoski

Course Info Petri Lankoski

Learning goals  Create levels for a game using a specific game system design  Apply theories and research in level design work  Describe and Analyze level designs  Document and reflect own work Petri Lankoski

Pedagogy  Problem-based / project-based learning  Problem-driven (in contrast to lecture-driven)  Project is the problem, a tool for learning  Set-up  Intro + seminars  Focus on concepts and theories  Project  Focus on applying theories and concepts in development work  Reflection  Focus on documenting, reflecting, analyzing Petri Lankoski

Portfolio  Game level  Development diary  Two work samples accompanied with an explanation how the sample exemplifies your learning  Critique to the level of another group  Artist of the group writes one critique  Designers of the group writes one critique Petri Lankoski

Grading Criteria G  Portfolio shows that the student is able describe and justify their design choices  Portfolio shows that the student can apply theories/methods from reference literature in design and practical development work.  Attended all the seminars and project work VG  Fulfil the criteria for G  The portfolio shows that the student is able to critically reflect the their and others designs.  Portfolio shows that the student has a good command on the reference literature.  You have kept all deadlines Petri Lankoski

Reading List for Thu (10/4)  All:  Rouse, Game Design: Theory & Practice (2nd ed), Chapter 23: Level Design (pp. 449–474)  http://en.wikipedia.org/wiki/Surrealist_t echniques  Artist  Salzberg & Kupferman: Stage Light Primer: sections Principles of Composition, Functions Of Stage Lighting, Qualities of Light (http://www.stagelightingprimer.com/)  Solarski, Aesthetics of game art and design, http://www.gamasutra.com/view/feat ure/185676/  Hayward, Videogame aesthetics, http://www.gamasutra.com/view/feat ure/130840/videogame_aesthetics_the _future.php  Designers  Licht: An Architect’s Perspective On Level Design Pre-Production (http://www.gamasutra.com/view/fea ture/2848/an_architects_perspective_o n_.php)  Stout: Learning from the Masters. http://www.gamasutra.com/view/feat ure/134949/learning_from_the_masters_ level_.php  Galuzin: Horror/Survival Level Design. http://www.worldofleveldesign.com/c ategories/level_design_tutorials/horror- fear-level-design/part1-survival-horror- level-design-cliches.php Petri Lankoski

Game  One game  Theme: Surrealism  Core mechanics: exploration, puzzle  You get Unity project that include (via version control)  Start screen with full functionality  An into scene  Fully functional,  Except, some features depending on your level design in other scenes  A set of prefabs that provides the core functionality  “Published” as a freeware after the course Petri Lankoski

Development Diary  The same thing as in Designprocesser för spel  Remember to  To describe what did you do  Describe the problems you face and how you solved the problem  Explain how you used the course literature in your work Petri Lankoski

Work samples  A sample  Level design schema, concept art, assets, postmortem, etc.  Written report (around a page)  What did you do?  How did you do this?  Why did you do this ?  How this sample demonstrates your learning?  Keep in mind the learning goals of the course!  Telling that you have learned to normal map or using Unity profiler, etc. won’t help to demonstrate your learning Petri Lankoski

Groups for Project  Groups 1-6: two levels  The second levels is a copy of the other with some small changes  Group 7: end level  Two versions with some differences  Group 8: design overall structure & set-up intro level portals  Requires co-operating with all groups  Group 9: Scrum master team  No scrum masters in groups 1-8  ME: lead designer / product owner Petri Lankoski

Sprints  Sprint 1 (14/4)  Concept  Sprint 2 (14/4-17/4):  Dev  Sprint 3 (22/4-23/4):  Dev  Sprint 4 (24/4-25/4):  Testing & iteration Petri Lankoski

Game Messanger Petri Lankoski

Theme  Surrealism  Illogical, visually realistic  Let your unconsciousness guide  E.g.: Max Ernst, André Breton, Salvador Dali, Federico García Lorca, René Magritte  Match to my style in the screen and intro scene  “SURREALISM, n. Psychic automatism in its pure state, by which one proposes to express -- verbally, by means of the written word, or in any other manner -- the actual functioning of thought. Dictated by the thought, in the absence of any control exercised by reason, exempt from any aesthetic or moral concern.“ (Breton, 1924.) Petri Lankoski

Approach  Disorienting  Pseudo-randomized progression structure  Portals  Power-ups  Some levels looking almost the same, but are not  Spatial puzzle  Next: concept art and level design examples  Level designs are very sketchy!  Missing details! Petri Lankoski

Style Petri Lankoski

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Example: Portals Petri Lankoski PORTAL-SET LEVEL ONE TWO THREE Intro VA(1),VA(4) VB(2),IA(5) VA(4),IB(6) IA VA(8), … … … IB … … … VA IA(7), … … … VB … … … Level Name Portal end

Example: power-ups Petri Lankoski POWER-UP SET LEVELS ONE TWO THREE VA … … … VB … … … IA WHITE … … IB … … …

Example intro Petri Lankoski Portal entrance Killer Zone Portal exit Power-up 1 2 3 4 5 6 Player start Portal Set ONE Portal Set TWO Portal Set THREE

Level examples: VA Petri Lankoski Portal entrance Killer Zone Portal exit Power-up 1 4 7 8

Level examples: IA Petri Lankoski Portal entrance Killer Zone Portal exit Power-up 5 7 8

Level examples: VB Petri Lankoski Portal entrance Killer Zone Portal exit Power-up 0 0

Level examples: IB Petri Lankoski Portal entrance Killer Zone Portal exit Power-up 4

Different game variations POWER-UP SET PORTALSET ONE TWO THREE ONE Alternative 1 Alternative 2 Alternative 3 TWO Alternative 4 Alternative 5 Alternative 6 THREE Alternative 7 Alternative 8 Alternative 9 Petri Lankoski

Surrealist techniques What & Why  Use surrealist techiques in  When modeling & animating  Putting a level together  The main point is restrict the conscious control in the process Examples  Collage: Cut-and-paste from different images, models, animations; combine without reason guiding  Bulleting: Shoot ink to paper; draw based on what is seen (useful in drawing concept art)  Excusive Corpse: words & images are collegially arranged; first write/draw and hides the most, next continues the writing drawing and hides most, etc. Petri Lankoski

Unity Project Technical Overview and Project Customs Petri Lankoski

Technical overview  Unity version 4.3.3  We cannot put things together if other versions are used  The master version of the group’s work on Unity Pro (on school machines)  Version control activated  Edit->Project Settings->Editor  Version control mode: Asset Sever  Window->Version Control (Ctrl-0)  Server setting as groups passwords in handouts Petri Lankoski

Working with Version Control 1. Get changes from the server  Select all & XXX  Required at sprint start!  Otherwise 2. Do your updates 3. Test  Do not commit untested changes! 4. Local Changes  Select all & commit all your changes  Required at the end of sprint 5. Goto 1 Petri Lankoski

Setting Up a Level  Remove camera from the scene  Add MainManager prefab  Prefabs/MainManager/MainManager  Add PlayerStart  Prefabs/Player/PlayerStart  Newer add PlayerPrefab directly to a level! Petri Lankoski

Portal  Prefabs/Portal  PortalEntrance  Values need to be set (after adding to a scene)  PortalSet: select from pop-up  Portal end:  level name: the level where portal leads to  Portal name: the portal exit where the player object is transferred to  PortalExit  Rename object after adding it to a scene  Name needs to be unique Petri Lankoski

Portal & Power-up set  New game will randomize  Portal Set  Power-up Set  A portal is active if its set match to the active portal set  Power-up is active if its set match to the active power- up set Debug GUI Petri Lankoski

Power-ups & KillerZones Power-up  Prefabs/PoweUp  Six different types of power- ups  Each enables to pass a specific type of KillerZone  Edit Power Up Set after adding power-up Killer zone  Prefabs/KillerZone  Six different types of Killer zones  Distinguishable by the smoke color Petri Lankoski

Other Prefabs  Following eye  An eye ball looking towards player object  MainMenu  Used in MainManu level  Player  Never add a player prefab directly a level  Intro Boss  Used in intro scene. Fixed behavior: on level start, freezes player, plays dialogue (can be edited on Inspector), frees player and follows Waypoints Petri Lankoski

Project Organization  AssetPark  Add your assets here  Use directories to keep order  Prefabs  Everything that goes to a scene that needs some kind of set-up should be made as prefab  Prefabs are added in Prefabs folder in their own directories  Prefab XXX should be in Prefabs/PrefabA  Prefabs/PrefabA/Scripts  Prefabs/PrefabA/Materials Petri Lankoski

Hierarchy Organization  Use empty objects for grouping things  Always rename objects when you have more than one  Eg.:  Waypoint -> Waypoint1  Waypoint -> Waypoint2  …  See example in intro level Petri Lankoski

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