Lucid Games level designer Tom Pugh talks about effective techniques when creating game levels.

Tom Pag

1. Give players an idea of the level’s capabilities

Each level should show the player what opportunities are available to him. So the player will see what he can and cannot do. It’s risky to break these ideas, although it’s a plus for survival horror. The player gets into a stressful situation. And stress is an integral feature of such projects.

Example: Rise of the Tomb Raider comes across wooden trampolines and hanging trolleys. The player is accustomed to the fact that this is how places where you can make a big jump are marked.

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Rise of the Tomb Raider

2. Use guide lines

Guide lines lead the player to the desired object or event. Such lines can be made up of pipes on the ceiling or textures on the floor. Guided by them, the player follows in a given direction.

Example: the guide lines help to arrange the first meeting of the player with a new opponent. Pipes along the walls and ceiling direct him to a well-lit area where an enemy will appear.

Fallout 3

3. Teach players new mechanics correctly

The tasks of the level designer include teaching the player new available mechanics. Mechanics, which the designer himself understands very well. Therefore, sometimes he does not take into account that a player who is trying mechanics for the first time needs to practice on something. Otherwise, the first obstacle in the game may be too difficult for him.

Example: to familiarize the player with a new weapon, place several targets nearby. After shooting at tin cans, he will get acquainted with the mechanics of shooting before he stumbles upon the enemy.

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Tomb Raider (2013)

4. Give players a good starting point

Once on a new level, the player must see the goal from the very beginning. You can show it from afar, and then immediately hide it behind the environment, or block the direct path to it. The player’s starting point should be accompanied by visual prompts that will allow him to evaluate options for further actions and find an alternative path to the goal.

It is worth considering that it is much easier to implement this in linear games than in open-world games, where the player’s movements are less controllable.

Examples: In Uncharted 4, the guide lines are connected to the starting position on the level. Visual cues help players assess their current location, clearly imagine the way ahead, find loopholes and entrances.

In the fifth chapter of The Last of Us, the player immediately sees a yellow bridge in the distance, then loses sight of it for a while. The player moves further along the chosen route and soon sees the bridge again, closer. Finally, when he gets to the bridge, it will be a personal achievement for him.

The Last of Us

Sometimes you can cheat — place another path to the goal behind the player’s back or above him. This will encourage him to explore the area properly. A good example of this is the transition between zones in the open world of Horizon Zero Dawn. Guerrilla Studio has ensured that players can reach the next story quest in two or three ways. Each path was accompanied by visual cues.


Horizon Zero Dawn

5. Mark the boundaries

Borders are a way to show the player that he has made the transition between story areas. Borders can be through and solid. Pass-throughs are designed to lure the player into an area where he immediately sees something interesting for himself. The player does not know what is behind the solid border, but he is clearly aware that it separates two areas.

Example: a solid border can be a blank wall, behind which opponents or anything else can hide. The through border can be in the form of a lattice.

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The Last of Us

6. Build a path with in-game rewards

A good way to get a player where they need to be is to scatter rewards everywhere. Even gold coins, even collectibles. You can build a track from them without interfering with the player’s immersion.

Example: Gems in Spyro the Dragon. They are often arranged so that the player, collecting them, rises higher and higher in level.

Spyro the Dragon

7. Use lighting

Lighting helps to draw the player’s attention to the exit, points of interest or a cluster of opponents. A very effective way to guide the player through the entire zone. In addition, lighting can set the mood of the level.

Horizon Zero Dawn

8. Test the level as often as possible

The key to creating a good level is its constant testing. The sooner your level gets into the hands of testers, the better. Don’t be afraid to show it to people who will help you find problem areas and improve the environment.

Tom Pag notes that all these recommendations are not mandatory rules.

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Source: Gamasutra

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