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Level Design
 Introduction – Sept. 7, 2012
           Fall 2012
          Seth Sivak
Summary
Introduction

Rules

Topics

Games

Syllabus

Resources and Requirements

Introduction to Level Design
On the Index Card
Name

Email/Google Account

Dropbox Account

Favorite Game

Games you are currently playing
Trouble with Teaching Game Design
Who am I?




                 Carnegie
                  Mellon          Disney
Northeastern                                     Winds of
               Entertainment   Imagineering                   Conduit Labs   Zynga Boston
 University                                   Orbis and IGF
                Technology       (Creative                     (Gameplay        (Lead
(Mechanical                                   (Programming
                  Center        Technology                    Programmer)      Designer)
Engineering)                                   and Design)
                (Computer         Group)
                 Science)
Rules
Be an adult
  Don’t be late (without prior notice)
  Hit your deadlines
  Do your best work
  Be a team player
  Pay attention in class

No busywork
  If any assignment feels like busywork just come talk to me

Communicate
  I am your producer, talk to me
Realities
Game design is hard

Game development is competitive

This class is an opportunity, treat it like one
Topics
Introduction to Level Design

Moment Based Design

Architecting an Experience

Puzzle Design

Playtesting

Indirect Control

Flow and Teaching

Wayfinding and Indirect Control

Worldbuilding and Storytelling
Games
Syllabus
Google Calendar Link
  https://www.google.com/calendar/embed?src=q136fnig629qg
  ajuopjjqvd41o%40group.calendar.google.com&ctz=America/
  New_York

Thanksgiving!
  Story in Games
  The Player’s Journey
  Visual Storytelling
  Analysis: Gears of War
  Analysis: Diablo 2
Projects
Portal 1 Analysis

Portal 2 Analysis

Puzzle Maker Level

Advanced Level

Multiplayer Level

Group Level

Post Mortem

Portfolio
Grades
Projects – 85%

Participation – 10%

Weekly Analysis – 5%
Resources and
             Requirements
Steam Account (Windows Version)
  Portal 1
  Portal 2

Google Account

Dropbox Account
Lectures
Slideshare!
  http://www.slideshare.net/sjsivak

YouTube!
  TBD
Introduction to Level
       Design
Game Design Definitions
Play
      Voluntary, intrinsically motivated activity

Game
      Play with a goal
      A series of interesting choices

Toy
      An interactive object used during play

Puzzle
      A game with a dominant strategy

Narrative
      Events connected to a theme

Story
      A flow of events ordered to create an emotional outcome
What is Game Design?

 Game design is the craft of
 designing experiences that
will evoke a specific emotional
           response.
Seriously, what is Game
          Design?

    Designing systems,
mechanics and stories that
 allow for interesting, fun,
  moving, emotional and
  challenging moments.
Skills of a Game Designer
Be a good listener

Be a good teacher

Be a good playtester
  Critical analysis of experiences
  Become a player

Be driven, inspired, creative and relentless

Never stop experiencing
What is Level Design?

    Level design is the
application of game design.
What is Level Design?


  WHAT!!!!
What is Level Design?

 Level design is the craft of
  designing and building
experiences that will evoke a
specific emotional response.
Seriously, what is Level
         Design?

Using systems, mechanics
   and stories to create
 interesting, fun, moving,
emotional and challenging
        moments.
What games need level
       design?
What makes a good level?
(discussion)
Additional Level Design
           Resources
http://iwataasks.nintendo.com/interviews/#/wii/nsmb/0/3

http://www.oldmanmurray.com/features/39.html
Analysis of Pac-man
Mechanics of Pac-man
Pellets – eat them all to complete the level

Power Pellets – use them to eat ghosts

Ghosts – get hit by one and lose a life

Bonus Fruit – eat them to get more points

Lives – lose all lives and the game ends
Systems of Pac-man
Movement – always moves forward, move joystick to
change direction

Scoring – extra lives at 10,000 points, high score

Enemies – each one has a specific movement AI

Spawning – Enemies and Bonus Fruit spawn at set
locations

Tunnels – exit a tunnel one way, return on the other side
Story of Pac-man
…

Characters are interesting and deep
Level Design
            Considerations
Ghost spawn location

Pellet locations

Power Pellet locations

Bonus Fruit spawn location

Tunnels
Gameplay Video
http://www.youtube.com/watch?v=uswzriFIf_k
Interesting Moments
Beating a level

Eating a ghost

Eating a bonus fruit

Having a close call

Losing a life

Outsmarting a ghost
Good Game/Level Design is…

Creating opportunities for
   the player to make an
 interesting choice that
  results in an engaging
          moment.
Assignment 1
Create a Steam Account

Get Portal 1 and Portal 2

Play through Portal 1
  List any interesting moment (gameplay, story, visual)
     Level it took place on
     Description of moment
     Why it was interesting
     Interest Value (how interesting was it?)

Due Midnight 9/13 in Dropbox
Additional Pac-man Resources

 http://en.wikipedia.org/wiki/Pac-Man

 http://shaunew.github.com/Pac-Man/

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GAME 3400 Level Design - Introduction

  • 1. Level Design Introduction – Sept. 7, 2012 Fall 2012 Seth Sivak
  • 3. On the Index Card Name Email/Google Account Dropbox Account Favorite Game Games you are currently playing
  • 4. Trouble with Teaching Game Design
  • 5. Who am I? Carnegie Mellon Disney Northeastern Winds of Entertainment Imagineering Conduit Labs Zynga Boston University Orbis and IGF Technology (Creative (Gameplay (Lead (Mechanical (Programming Center Technology Programmer) Designer) Engineering) and Design) (Computer Group) Science)
  • 6. Rules Be an adult Don’t be late (without prior notice) Hit your deadlines Do your best work Be a team player Pay attention in class No busywork If any assignment feels like busywork just come talk to me Communicate I am your producer, talk to me
  • 7. Realities Game design is hard Game development is competitive This class is an opportunity, treat it like one
  • 8. Topics Introduction to Level Design Moment Based Design Architecting an Experience Puzzle Design Playtesting Indirect Control Flow and Teaching Wayfinding and Indirect Control Worldbuilding and Storytelling
  • 10. Syllabus Google Calendar Link https://www.google.com/calendar/embed?src=q136fnig629qg ajuopjjqvd41o%40group.calendar.google.com&ctz=America/ New_York Thanksgiving! Story in Games The Player’s Journey Visual Storytelling Analysis: Gears of War Analysis: Diablo 2
  • 11. Projects Portal 1 Analysis Portal 2 Analysis Puzzle Maker Level Advanced Level Multiplayer Level Group Level Post Mortem Portfolio
  • 12. Grades Projects – 85% Participation – 10% Weekly Analysis – 5%
  • 13. Resources and Requirements Steam Account (Windows Version) Portal 1 Portal 2 Google Account Dropbox Account
  • 16. Game Design Definitions Play Voluntary, intrinsically motivated activity Game Play with a goal A series of interesting choices Toy An interactive object used during play Puzzle A game with a dominant strategy Narrative Events connected to a theme Story A flow of events ordered to create an emotional outcome
  • 17. What is Game Design? Game design is the craft of designing experiences that will evoke a specific emotional response.
  • 18. Seriously, what is Game Design? Designing systems, mechanics and stories that allow for interesting, fun, moving, emotional and challenging moments.
  • 19. Skills of a Game Designer Be a good listener Be a good teacher Be a good playtester Critical analysis of experiences Become a player Be driven, inspired, creative and relentless Never stop experiencing
  • 20. What is Level Design? Level design is the application of game design.
  • 21. What is Level Design? WHAT!!!!
  • 22. What is Level Design? Level design is the craft of designing and building experiences that will evoke a specific emotional response.
  • 23. Seriously, what is Level Design? Using systems, mechanics and stories to create interesting, fun, moving, emotional and challenging moments.
  • 24. What games need level design?
  • 25. What makes a good level? (discussion)
  • 26. Additional Level Design Resources http://iwataasks.nintendo.com/interviews/#/wii/nsmb/0/3 http://www.oldmanmurray.com/features/39.html
  • 28. Mechanics of Pac-man Pellets – eat them all to complete the level Power Pellets – use them to eat ghosts Ghosts – get hit by one and lose a life Bonus Fruit – eat them to get more points Lives – lose all lives and the game ends
  • 29. Systems of Pac-man Movement – always moves forward, move joystick to change direction Scoring – extra lives at 10,000 points, high score Enemies – each one has a specific movement AI Spawning – Enemies and Bonus Fruit spawn at set locations Tunnels – exit a tunnel one way, return on the other side
  • 30. Story of Pac-man … Characters are interesting and deep
  • 31.
  • 32. Level Design Considerations Ghost spawn location Pellet locations Power Pellet locations Bonus Fruit spawn location Tunnels
  • 34. Interesting Moments Beating a level Eating a ghost Eating a bonus fruit Having a close call Losing a life Outsmarting a ghost
  • 35. Good Game/Level Design is… Creating opportunities for the player to make an interesting choice that results in an engaging moment.
  • 36. Assignment 1 Create a Steam Account Get Portal 1 and Portal 2 Play through Portal 1 List any interesting moment (gameplay, story, visual) Level it took place on Description of moment Why it was interesting Interest Value (how interesting was it?) Due Midnight 9/13 in Dropbox
  • 37. Additional Pac-man Resources http://en.wikipedia.org/wiki/Pac-Man http://shaunew.github.com/Pac-Man/