Monday, 26 November 2012

level design

 
level design is something which has changed completely in my lifetime due to the transition from 2d to 3d games, for instance comparing a level for sonic the hedgehog 3 and hitman absolution, you would have to consider a lot more when designing the latter although they would share basic level design elements which I will discuss.




sonic 3, hydro city act 2

hitman absolution basic map layout

 

in game screenshot of level



 

If we look at the end product of level design we see a polished construction and placement of 3d elements that comes together to create the level and the actual aesthetics i.e. textures and models, they are important but the underlying architecture of what is placed where and how is what guides the player through the level which is very important with regards to level design. Companies often design levels without the use of finished models but use basic blocks and shapes instead because level design is more about functionality at heart rather than how good the level looks during development.




the image above is a screenshot from mirrors edge during development which clearly shows buildings as white blocks, this so that the textures do not distract you when testing a levels functionality


If I look back at the two levels I compared there are still similarities between them in the basic design. Their levels both have one entry and exit point, feature scripted event locations, sonic always has a boss at the end of every 2nd act, certain NPC’s will be killed by enemies when you walk near them which triggers this fatality.

Where 2d and 3d level design begins to differ is not only the addition of the 3rd dimension but the way that characters interact with the environment has become a lot more advanced for example killing an enemy in sonic is done simply by jumping on them or rolling into them, however in hitman there is such a variety or ways to deal with an enemy from strangling them with your garrotte, shooting them or best of all making it look like an accident e.g making a disco ball drop on their head or simply evading them. 2d games were not this advanced and it’s the introduction of being able to use the environment (e.g. the disco ball) or level its self to help you progress through it with certain aspects placed accordingly, like a sniper in a second story window etc. Another big difference is NPC intelligence as in current games NPC’s will act in different ways depending on how to treat them in the game whereas in sonic enemies will follow the same path and no player actions can make them change behaviour.

 disco death


A lot of games have a specific route or routes in which they expect or try to make a player take during a level, the quickest and most straight forward path, or sometimes known as the critical path would usually be taken by someone who may not explore very much. Other players may explore paths branching from the critical path to find hidden items, shortcuts and secrets etc. most game levels have some sort of critical path. An exception to this could possibly be sandbox games however missions in sandbox games will usually have to happen in certain places therefore this counts as a critical path I suppose. The whole layout of a level usually involves player directing techniques which helps players progress through the level and not become stuck or unable to find out where to go and there are a few ways this is done. Obstacles and items may direct the player e.g. moving forward to new cover positions in call of duty.Going back to a game like hitman though there is a map which shows a player what direction the objective point is it will still be up the player exactly what route to take as there are multiple but things like obstacles (furniture, walls) can be used as cover to still give a gentle push in the right direction on the chosen route.

critical path from level in The Legend Of Zelda 1986


When looking at routes that are planned for players to take, certain level designers in this case valve use techniques to make levels seem less linear by using things such as loops.
loop example from half life lost coast
looping is basically having the start and end point of a level fairly close to each other but making the player loop round unknowingly to make the level seem less like you constantly moving in one direction.

level design is alot harder and complex than some people might think because of everything you have to take into account, it is not just about what the level will look like aesthetically but where are the entry and exit points?, how do you get there?, how do you direct a player there?, what obstacles will there be? i could go on for a while.

links:


https://developer.valvesoftware.com/wiki/Category:Level_Design


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