How to Prepare For a Level Design Class
Occasionally, I have had students ask me how to prepare for this class, before they take it. Many of them presume I will refer them to tutorials, so they can learn button-pushing technical processes in the Game Engine. Some even wonder if they should begin modeling assets before the class begins, so they can “get ahead”. Some start modeling without asking, such is there level of enthusiasm.
While I am impressed with the initiative of these students, unfortunately, their presumptions about how to prepare for the class and the project reveal the very reason they need to take the class – they obviously don’t know how to design levels yet. Level Design does not begin with button-pressing technical processes or modeling. It begins with an idea, which needs to be properly nurtured and grown. I would be far more impressed with the student who comes to my door with a rudimentary design pitch, a clean map, a paper prototype, a puzzle flow chart or a stack of concept art. This student would reveal a proper interest in design.
However, even this is unneccesary, considering the fact that I have designed the class to cover and address these subjects already. Perhaps the best way to prepare for Level Design is to seek out and expose yourself to a variety of opinions on the subject, so that you do not attend the class with narrow-minded assumptions. Feel free to also review the course material on my website, although it is prone to being updated.
Consider these Links:
Getting Started/ Best Practices/ Development Techniques/ Iteration:
On Prototyping, and Why It Works - TEDTalk Video:
http://www.ted.com/talks/tom_wujec_build_a_tower.html
Note: How Kindergarteners beat Business Students at architecture, and why.
Paper Prototyping - Watch These Videos:
http://www.firehosegames.com/2010/05/paper-prototyping-video-games/
Paper Prototyping - Aperture Science and Left 4 Dead
http://www.joystiq.com/2009/03/28/gdc09-paper-prototype-of-aperture-science-left-4-dead/
Paper Prototyping:
http://www.gamecareerguide.com/features/622/paper_prototyping_5_facts_for_.php?page=3
Note: “Because of the availability of materials, we felt freer to experiment and really push the boundaries of the prototypes. After all, if we experimented and failed, all we lost were a few sheets of printer paper and some glue, as opposed to what happens in more traditional technological prototyping: the loss of a far more expensive piece of technology or hours coding.”
Game Flow Charts:
http://www.google.com/images?q=game+flow+chart&um=1&ie=UTF-8&source=og&sa=N&hl=en&tab=wi&biw=1366&bih=643
A comparison of Waterfall vs Agile Development:
http://agileintro.wordpress.com/2008/01/04/waterfall-vs-agile-methodology/
Lecture that compares development processes:
http://www.udemy.com/the-lean-startup-debunking-myths-of-entrepreneurship/agile-vs-waterfall-product-engineering.html
Video that compares development processes (No lecture):
http://www.youtube.com/watch?v=gDDO3ob-4ZY&feature=related
Digital Level Design:
The Importance of Goals and Rewards - TEDTalk Video:
http://www.ted.com/talks/tom_chatfield_7_ways_games_reward_the_brain.html
Classic Article on Modularity in Level Design:
http://udn.epicgames.com/Three/rsrc/Three/ModularLevelDesign/ModularLevelDesign.pdf
Workflow and Modularity:
http://udn.epicgames.com/Two/WorkflowAndModularity.html
Note: Epic Games speaks strongly about the proper use of the game engine grid: “Ah, the grid… What it all boils down to is this: if objects don’t sit perfectly on the grid, problems upon problems start squirming out of the woodwork… It’s analogous to the difference between building a house out of legos, versus building one out of cards. Artists, take note: give your level designers legos. If your work snaps together nicely, they will thank you for it. If they require tiny, tiny adjustments in 3 axes of movement every time they need to be moved, your level designers will hate you. No joking.”
Modularity and Grids Galore:
http://www.gamasutra.com/view/feature/2475/creating_modular_game_art_for_fast_.phpNote: Note: “To make the model as easy to use as possible, always align it with the grid lines. To make it exact use the “grid snap” function in your 3D package.”
The Use of Placeholder Objects:
http://xna-uk.net/blogs/mvi/archive/2010/03/28/placeholders-in-games.aspx
Note: Placeholder objects help to streamline the level design process. However, Environment artists are not always in control of the design and implementation of those placeholder objects.