Level Design

Created: Jan 23, 2022Published: Nov 01, 2022Last modified: Apr 05, 2023
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Where the game experience gets its detail.

Level design is player experience design.

Game feel might apply to multiple levels - some of level design may as well, but another aspect is getting out of the game meta and into the game-actual. What is the content! The level should focus on surfacing the leaves, the real 'what' of the game.

Level Editor

A high-quality interaction with a level editor is a critical tool for arriving

at high-quality level design

What is the level editor for an exhibition? What is its data structure? What namespaces does it have?


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see also: Level Design

Part of game dev topics.

related:

A quality of a game that encompasses ease of control and player motivation.

See also:

Great games are often about great level design.

What have I personally created?

Playing through Majora's Mask, came upon the simple branches of the lost woods.

Each room a square, with cardinal exits. Some return you to the entrance, others take you deeper in the woods.

Could be procedurally generated. Could feature a luigi hat in a glass case.

sounds like a fun stream/mini-jam/ game-idea.

Definitely one of my favorite things in games.

Museum Exhibits as a level design constraint.

What would my museum show the player about each of these?

Could really be anything:

  • an homage to existing games/series
  • a slice/scene from one of our own fiction
  • a tribute to any part of actual history
  • some gravity game we just can't get enough of

Other things:

  • An exhibit-level editor

Exhibits are nice b/c they can be minimal and focus on simple objects, rather than a complete picture.

Seems simple, but unfortunately it's not.

In my next jump implementation, I'm going to do that height-as-input style, and be sure to include variability (small/large jumps). That control should make for a better game-feel, and support more flexible level design.

puzzle platformers - a common genre these days. Platformer merchanics, without usually without a focus on only twitch-action mechanics. Instead we're reasoning about some physics or time, some puzzley- level design.

Example: braid

What are my favorite levels? What are great examples of level design?

See also: Level Design

Pretty raw for now.

Game Dev/Design Education

Levels start somewhere, doodled onto something.

This note is intended to list/ index examples of level drawings.

If you're looking for somethign more general, check out my notes on [[id:b05582a8-f4db-4f2c-8df8-f1aef4d3215d][Level

Design]], game mechanics, or game ideas

An amazing puzzle design tool.