Thursday, March 10, 2011

Andy's Lecture on level desgin

List functions and assets for the game in spreadsheet
- can start thinking about time for each thing and see if in scope

Level Design
1) consider level from user perspective
    - user doesn't recognize the level design when it's good
    - know what the user will experience, as early as possible
2) Don't under-utilize game mechanics
3) Tell a story if you want to
    - may not be narrative
    - place a seed in the users mind
4) Don't get too attached to your work
5) Keep in mind when to collaborate with other disciplines
6) Size matters
    - know when the content is enough
    - too small might not be utilizing all mechanics

Process in general:

one pager (game in general and level)
   - don't realize all the components of a game until you put it down on paper
   - sells ideas to others

level sketching
   - not good art
   - express function
   - work out problems graphically
   - failing cheap
   - explore

1) sketch
2) photoshop phase (put in grid)
    - break large maps into sections (zooming in and getting more detail)
    - bring back in sketch
    - communicate with others with sketch
3) white box and core mechanics
4) play the crap out of it
    - layout intriguing
    - make sense/ in context
    - is it fun?
    - metrics down
5) implement
    - things will change (mechanics, art, etc.), designer still involved

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