Level Design For Games
Aeonite writes "As a content writer I was not heavily involved in the level design process at my last game industry job, but Phil Co's Level design For Games: Creating Compelling Game Experiences accompanied me to work every day. Not only is it a good introduction to the world of level design, but it also provides an excellent overview of the entire game design process." Read below for the rest of Michael's thoughts on this book.
Level Design For Games: Creating Compelling Game Experiences
author
Phil Co
pages
352
publisher
New Riders
rating
10
reviewer
Michael Fiegel
ISBN
0321375971
summary
An excellent introduction to the art of game level design
In the past I've been rather verbose when reviewing books about game design, as I wished to provide evidence that justified the often less than stellar score I gave the book in question. I'm pleased that I don't have to do that with this book, which as far as I can tell is a nearly flawless introduction to level design. As such, this review will be more of a recap, so as to help you decide if the book's content is right for you.
Chapter 1, "How Do You Make a Game?," discusses the game development process from Pre-Production through Gold Master by way of showing how level design fits into the overall scheme of things. Also discussed are design documents, basic level geometry, and the difference between alpha and beta, and A, B, C and D bugs (A being "fix this now" and D being "nice to have, maybe later").
Chapter 2, "Defining the Game," focuses on the various types of games on the market and the differences between them, from first-person shooters to platformers, action RPGs to MMORPGs. Also discussed in some depth are themes (fantasy, sci-fi), ESRB ratings and audience age, and system limitations.
Chapter 3, "Enemies and Obstacles: Choosing Your Challenges," is where the book really begins to get into the nitty-gritty of the level design process. This third chapter covers the placement of enemies ("mobs") and objects within the level, the types of levels (hubs, boss levels, etc.), skill trees and the application of skills to obstacles within each level.
With an idea of what needs to go where, Chapter 4, "Brainstorming Your Level Ideas," delves into the creation of concept sketches and reference images, the creation of a level's storyline, the drafting of a level description and the design of the puzzles and scripted sequences within the level (which incorporate the mobs and objects discussed previously).
Chapter 5, "Designing With a Diagram," is where all those ideas and brainstorming begin to take concrete shape. A primary concern here is the scope and order of levels within the game, particularly in terms of a player's progress through each level. Once you know where your level fits into the overall schema, the author tells you to lay it out in diagram format by creating a grid; this is not unlike a Dungeon Master carving out 10' by 10' dungeon corridors on graph paper for a D&D game. You know who you are.
Chapter 6, "The Template," introduces the reader to UnrealEd, a level editor for which a demo is provided in the back of the book. The author walks through the basics of using UnrealEd, from the basic creation of a room and the placement of an NPC within it to slightly more advanced topics such as vertex editing and static meshes. It's a fairly technical chapter, but is laid out clearly with numbered instructions and plenty of screenshots to guide the reader along.
Chapter 7, "Improving Your Level," jumps ahead in time a bit, assuming that you've already mastered the basics from Chapter 6 and have created a level template that can now be play-tested. It focuses mostly on that play-testing process and how to adjust and balance one's level based on feedback in order to make it fun and functional.
The next chapter, "Taking It to 11," is more concerned with polish and quality. Topics include architectural style, the addition of details like trim and borders, the appropriate use of textures and props, and the like. The second third of the chapter takes the reader back into UnrealEd to practice some of these skills, including the creation of new shapes and a radial building technique to create curved hallways an rounded rooms. Finally, the chapter discusses the addition of other game elements, including scripted sequences, ambient sounds and music, and other special effects such as fog.
The final chapter, "Ship It!," revisits the concept of Alpha, Beta and Gold Master in more depth, discussing optimization, the creation of zones (with an UnrealEd tutorial to help the reader along), game balance, and bug testing. It closes off with some discussion of helpful skills and practices one might pick up, including how to file a good bug, why you should archive data, and how to take good screenshots.
On the subject of screenshots, it is worth noting here that the book contains one such shot from Flagship Studio's Hellgate: London, a game which I am downloading from the EA store as I write this review, and which is scheduled for official release on Halloween, 2007. In my experience, many books on game design tend to incorporate screenshots and examples from older games, and it's rare to find a book that includes a screenshot from a game that is not only current, but as of the book's publication was yet unreleased. Indeed, most of the examples in the book are of games released in the past several years (Psychonauts, Half-Life 2, Doom 3), and this gives the book added relevance, appeal and longevity.
Aside from the more technical language involved with the UnrealEd tutorials, the book's clear language and friendly tone makes it quite accessible, even for those not of a technical persuasion. While I can't speak to how much the book would help a more experienced LD, it definitely seems appropriate for a beginner who's eager to learn the craft, or anyone interested in the game industry as a whole. I highly recommend it.
You can purchase Level Design For Games: Creating Compelling Game Experiences from amazon.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.
Chapter 1, "How Do You Make a Game?," discusses the game development process from Pre-Production through Gold Master by way of showing how level design fits into the overall scheme of things. Also discussed are design documents, basic level geometry, and the difference between alpha and beta, and A, B, C and D bugs (A being "fix this now" and D being "nice to have, maybe later").
Chapter 2, "Defining the Game," focuses on the various types of games on the market and the differences between them, from first-person shooters to platformers, action RPGs to MMORPGs. Also discussed in some depth are themes (fantasy, sci-fi), ESRB ratings and audience age, and system limitations.
Chapter 3, "Enemies and Obstacles: Choosing Your Challenges," is where the book really begins to get into the nitty-gritty of the level design process. This third chapter covers the placement of enemies ("mobs") and objects within the level, the types of levels (hubs, boss levels, etc.), skill trees and the application of skills to obstacles within each level.
With an idea of what needs to go where, Chapter 4, "Brainstorming Your Level Ideas," delves into the creation of concept sketches and reference images, the creation of a level's storyline, the drafting of a level description and the design of the puzzles and scripted sequences within the level (which incorporate the mobs and objects discussed previously).
Chapter 5, "Designing With a Diagram," is where all those ideas and brainstorming begin to take concrete shape. A primary concern here is the scope and order of levels within the game, particularly in terms of a player's progress through each level. Once you know where your level fits into the overall schema, the author tells you to lay it out in diagram format by creating a grid; this is not unlike a Dungeon Master carving out 10' by 10' dungeon corridors on graph paper for a D&D game. You know who you are.
Chapter 6, "The Template," introduces the reader to UnrealEd, a level editor for which a demo is provided in the back of the book. The author walks through the basics of using UnrealEd, from the basic creation of a room and the placement of an NPC within it to slightly more advanced topics such as vertex editing and static meshes. It's a fairly technical chapter, but is laid out clearly with numbered instructions and plenty of screenshots to guide the reader along.
Chapter 7, "Improving Your Level," jumps ahead in time a bit, assuming that you've already mastered the basics from Chapter 6 and have created a level template that can now be play-tested. It focuses mostly on that play-testing process and how to adjust and balance one's level based on feedback in order to make it fun and functional.
The next chapter, "Taking It to 11," is more concerned with polish and quality. Topics include architectural style, the addition of details like trim and borders, the appropriate use of textures and props, and the like. The second third of the chapter takes the reader back into UnrealEd to practice some of these skills, including the creation of new shapes and a radial building technique to create curved hallways an rounded rooms. Finally, the chapter discusses the addition of other game elements, including scripted sequences, ambient sounds and music, and other special effects such as fog.
The final chapter, "Ship It!," revisits the concept of Alpha, Beta and Gold Master in more depth, discussing optimization, the creation of zones (with an UnrealEd tutorial to help the reader along), game balance, and bug testing. It closes off with some discussion of helpful skills and practices one might pick up, including how to file a good bug, why you should archive data, and how to take good screenshots.
On the subject of screenshots, it is worth noting here that the book contains one such shot from Flagship Studio's Hellgate: London, a game which I am downloading from the EA store as I write this review, and which is scheduled for official release on Halloween, 2007. In my experience, many books on game design tend to incorporate screenshots and examples from older games, and it's rare to find a book that includes a screenshot from a game that is not only current, but as of the book's publication was yet unreleased. Indeed, most of the examples in the book are of games released in the past several years (Psychonauts, Half-Life 2, Doom 3), and this gives the book added relevance, appeal and longevity.
Aside from the more technical language involved with the UnrealEd tutorials, the book's clear language and friendly tone makes it quite accessible, even for those not of a technical persuasion. While I can't speak to how much the book would help a more experienced LD, it definitely seems appropriate for a beginner who's eager to learn the craft, or anyone interested in the game industry as a whole. I highly recommend it.
You can purchase Level Design For Games: Creating Compelling Game Experiences from amazon.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.
For those of you who don't want to pick up nasty bookseses, pick up a copy of the Orange Box, and play through Half Life 2. Particularly pay attention to the developers commentary in HL2 Episodes One and Two, Portal, and Team Fortress. You'll have a much better appreciation for what level design is and what it means, and (IMHO) Valve is the king of it.
No I am not a Valve Employee.
I was going to post a shock site link but the sheer lenght of this review makes me think that somebody may have put some effort in to it.
meh.
Someone, give that book to these guys.
I played the demo of the game and found it to be about as fun as whack-a-mole. I guess to me it just felt like they were trying to go for a Diablo like feel, but doing very poorly at it. For example if you took the melee fighter, there was only a couple of swing animations and it was tough to hit enemies properly as it was tough to determine the range to the opponent. If you took the gun fighter, it just felt like a cheap old FPS since the enemies had zero intelligence (much like you'd find in a Diablo like game).
Well, as Samzenpus already mentioned, the name of the book that I read was Level design For Games: Creating Compelling Game Experiences It's about these...levels. Levels... that you design for games... and... improving them... with brain storming... Did I mention this book was written by a guy named Phil Co? And published by the good people at New Riders. So, in conclusion, on the Slashdot scale of 9 to 10, 10 being the highest, 9 being the lowest, and 9.5 being average, I give this book... a ten. Any questions? Nope? Then I'll just sit down.
A recent Slashdot post suggested that the age of levels in video games was coming to an end, that now game environments are much more open-ended. Does the book discuss how this might affect designs?
All too often, I have seen games where the level design consisted of the following cliche decisions. Level 1 should be garden-themed, level 3 should let you swim (if you're ever allowed to swim), level 4 should be slippery ice, level 6 should be raging lava which kill you if you touch it, and level 8 should be a screwed-up-gravity level that lets you walk on the ceilings or reorient yourself in space.
What's funny is that these same gameplay decisions are leaking into the storylines of modern adventure movies. For example, the plucky racing scene in Cars, or Star Wars I. Or the sidescroller robot factories in Minority Report and Star Wars II. Or the "jumping on floating bits across lava" scene in... uh, Star Wars III. The transitions in Lord of the Rings from "ice" to "fire" to "water" to "forest" areas actually seem to make sense, but only because they take place over 36 hours of video, or 1600 pages of text. Cramming it into a single game or movie with almost no transition just makes it seem ridiculous.
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TFC in my opinion has some of the best levels when it comes to design and purpose. There is a delicate balance between providing enough points of attack for the offense while providing enough cover for the defense, all while keeping the level small enough to allow users to quickly and easily get back into battle.
The books are reviewed here so the poster can collect a bounty for the referral link to amazon.
Your two complaints seem somewhat contradictory...
What I'm listening to now on Pandora...
On a side note, one thing I would be interested in seeing would be a level design which would allow more randomness to multiplayer games.
Take counter-strike as an example. Next, look at the Italy map. I haven't played in a while so that is why this is a reference to an older map. In the Italy map, if you are a counter terrorist, you can go down the alley to the left, through the apartment straight ahead, or through the market to the right. Those are the only choices you have and all the paths are always the same. If the level is designed such that the apartment changed interior layout, the market changed configuration, the terrorist house changed configuration, you would have a lot more random choices available.
One way that this could be achieved would be to create sections of the map which would either rotate or move themselves veritcally. For example, the terrorist house is located on the map in a corner. Imagine a house which is actually 4 times as large as the terrorist house but only 1/4 of it is seen on the map. If the house is rotatable, then you could have 4 different terrorist house configurations. Now imagine that the house can move up and down one story with one store in the ground and one in the air above the "sky". If you move the building up and down along with rotating it, you could have many different configurations for just that one portion of the map.
Now do the same thing with the apartment and the market place. Something along these lines would open up the multiplayer experience such that you don't have people camping in the same places every round. You can come up with an experience where the map is changing all the time and each round would be different from the previous round depending upon the random choices concerning rooms etc...
Just a thought.
Yeah. Because its THE "Anonymous Coward".
If you find a typo, you may keep it.
So this is level design for games... what about level design for non-game situations?
I can imagine using game level design for architecture:
Architect: "So I think we should have lots of cardboard boxes in this hallway"
Sr. Architect: "Why?"
Architect: "For better sniping spots during the shootouts!! And all good levels have cardboard boxes and crates!!!"
Sr. Architect: "WTF are you talking about?"
Architect: "And there should be a flamethrower canister in the Men's room"
Sr. Architect: "You're fired."
hehe... actually, I remeber hearing ages ago that Oni levels were built with architecture tools, not standard level design tools.
Ummm, this isn't Wikipedia. Everything in a single comment is pretty much guaranteed to be by the same person.
What I'm listening to now on Pandora...
You need to try out this Orange Box thing, all the cool kids are talking about. Specifically listen to the developer commentary and play a few games on Hydro.
I always thought of Creationism as the Raving Right's version of the Loony Left's Anthropogenic Global Warming-brightmal
Pfft. Everyone knows that the quality of a game's levels depend entirely on how long you have to go before you see a crate.
"Destroy science and religion. Science would re-emerge exactly the same; but not religion." - Penn Jillette, paraphrased
Perhaps I'm just being pedantic, but I'm really tired of the concept of 'levels' in games. I don't want to see loading screens telling me "loading new level..." I'm tired of rocket launchers that don't break wooden doors (or even glass doors. yes, I've seen this) because that would ruin a design's carefully crafted puzzle. I don't want to hear on the back of the box "Twenty Action-packed Levels of Pure Mayhem". Isn't it time the game industry retires this term? I'm fed up with buildings designed like mazes because the game designer simply wants the players to run through a maze. This is what I think of when I hear about 'level design'. I'm sick of levels.
Why do I care about the term 'level' at all? Honestly, I think it encourages game designers, environmental artists (a better name than level designers) and even publishers to think too linearly, and to be intellectually lazy. Publisher: how many levels will this game have? Game designers: 30 levels. Publisher: Fantastic, that's 10 more levels than our competition has. Gamer: yawn...
So what do I want instead? Give me environments! Give me worlds! I want freedom to explore, to find out of the way nooks and crannys, and more than one way of getting from point A to B. I want to solve problems using logic, not by playing "guess what the game designer wanted me to do or go next"? Game designers: Create a living, breathing, interesting world, and then let your players enjoy their time here. Stop shoving the player along a conveyor belt.
Obviously, it's not fair to pin this on the term 'levels'. But it just seems like a term that emphasizes aspects of games I'd love to see the industry move beyond.
Irony: Agile development has too much intertia to be abandoned now.
Valve does have good levels, but all their maps are rat tunnels - there is only one path to take and only one way to solve a puzzle. That was fine in the first game, because you're in a damaged underground base so it makes sense that your movement options are limited. Not so much in the HL2 as you spend most of the game above ground in cities or traveling in the country.
That's why I think Deus Ex is the better example. On most of the maps you not only have multiple paths you can take, but there are multiple ways to accomplish your objective. In one level, your mission is to take down a power generator being used by the "terrorists". You can disable cameras and turrets and sneak through a tunnel, climb onto the rooftops and snipe, or you can go in the front door, guns blazing.
People like easily recognizable numbers to indicate status. Remove "levels" and how will people get the instant gratification of knowing they're superior without actually having to prove anything? It's like when car manufacturers went from names to alphanumerics. It was hard to tell who was better, the guy driving the New Yorker, Royal, Saratoga or Imperial. But now, obviously, my 500 must beat your measly 300.
but not the king. You should really have a look at this and this.
Is there anything that offers up more of the design discussions, without any of the specific (or at least just a lot more varied) implementations.
I'm thinking MUDs, Space Games (no physical obstacles, many degrees of freedom), and D&D levels. Anything out there that could apply to such a range?
Launchy.net changed my world.
If you read the comment referred to, the (single)poster requested that the book not be reviewed here until there were more book reviews. Well, you can't have more reviews until you post them. Why wait?
"It's almost as important to understand bad design as it is to understand good design."
Why would I want to play through slashdot?
"So this is level design for games... what about level design for non-game situations?"
You do know that the latests Crysis engine is being used by an architecture firm, don't you?
... Duke Nukem Forever.
Gentoo Linux - another day, another USE flag.
I don't know why, but when I read that, I heard it in George W. Bush's voice. I don't know what that means, but it means somethin'...
In the "good 'ol days" of Quake I was fairly involved in the multiplayer side of leveldesign (Aerowalk) and what strikes me is that there's different kinds of leveldesign these days. You have the "casual"-gaming target audience and you have the "e-sport" audience, and designing for the them is completely different.
For the casual gamer, immersion, not getting stuck, being apropriately difficult etc etc is key. For E-sport (or hardcore gamers) leveldesign needs to be challenging, have a learning curve be really balanced. Immersion and nice architecture isnt always as important since many (atleast in my time) turn off all effects etc to get better performance. I remember spending hours aligning textures only too see players playing it tweaked to show only flat surfaces, aaaargh :)
Another issue is that designing competitive levels is really really hard, it's something of a miracle and blind luck that some of the original quake levels were as good as they were. Hardcore gamers will find new tricks, new possibilitie, shortcuts etc etc. That means that optimally the designer needs to be as good (or in the vicinity ) as the competitive players to be able to understand and design for them, and finding people that are both great designers and great players isnt easy :)
Nowadays realism and graphics in first person shooters seems to be everything, atleast it's what sells. It's a bit unfortunate in my opinion because there is a place for games that are games, and not real world simulations. Sometimes not having totally realistic physics makes for a better and more skillful game, in quake 1 for instance you maneuver while in air. Not realistic but made for some awesome tricks.
Graphics in itself arent a bad thing of course, the bad thing is when graphics influences game design too much. That you put in 20 "cool" weapons just to be able to show off different effects, rather than putting in 5 basic but unique weapons that you can master. And remember in the time of Amiga, C64 etc where you didnt have great graphics and game contrent but really unique game ideas. When one programmer could make a somewhat successful game and a small team definitively could? Nowadays you need a 100+ team and a hollywood budget :)
Anways, I realize that I sound as an old fart bitching about the good 'ol days so I'll stop nowWhile tailored to interactive fiction, the "book" The Craft of the Adventure is a good read for many people wanting to design levels even in modern games. Especially section 3, Bill of players rights, I think is valuable even today.
The Craft of the Adventure can be found on the IF-archive. While there, another good read is the authorship-guide.
/ The Arrow
"How lovely you are. So lovely in my straightjacket..." - Nny
This is horribly off topic, but when I first started reading /., I was amazed at all the comments that anonymous coward guy was making.
11 was a racehorse
12 was 12
1111 Race
12112
I designed several Warcraft 3 maps for the hardcore audience incl. Traps & Towers TD. I did mostly Tower Defense type maps, but I did work on a couple of RPG's. What I found is that play-testing the maps takes humongous gobs of time, but was pretty much the only way to significantly balance the levels out. It is important to get feedback from other players, listen to their complaints, but you need to remember that they Want it to be challenging. It follows that the game will have a higher replay value for them if they lose in a way that is preventable (given more time, knowledge, skill).
My key points to level design:
Unlock new skills at appropriate times.
Increase the difficulty of the tasks in such a way as to require the player to use his skills in a synergistic manner. In the later levels you need to assume that the player has mastered the basic skills, and design the game such that the player is experimenting with different combinations of skills.
Each skill should be tuned to work best under its own set of circumstances. For example if the skills are guns, then one gun would be a sniper rifle, another a shotgun. Each has their uses, each can be considered equally powerful in their prescribed usage, but each would be a poor substitutes for the other.
For Co-op play, set it up so that playing together is about 1/3 easier than playing solo. The reasons for this is that communication between players is not 100%: if you made it the same difficulty the players would end up letting each other lose more often than playing solo. If it were 100% easier then it wouldn't be challenging enough. You gotta aim for the players losing slightly less often than playing solo.
In order to satisfy all those, it takes tons of feedback and play-testing. Keep a notepad handy when you play the levels, and jot down notes to remember which parts you need to fix. Then you won't forget to fix them when you're working on the level.
One thing I wish I had added to my maps were a change of pace. The other maps had little mini-games to give the players a break in the action. Extra puzzles, different types of games, levels without any monsters, switching between co-operative and deathmatch all are methods to give the players a break so that when they come back to the level it's fun again.
Oh and about realism being the be-all and end-all, have a look at the (unrealistic) atmosphere in Team Fortress 2, it's AWESOME!!! Only drawback is that TF2 is a dumbed down playskool version of TFC.
- EMPY
They ARE out to get you simply because They are in it for themselves and they don't care about you.