So how do you design your levels? Do you fully plan out the level, make it as you go tackling whatever issues may arrise or some other way?
I tend to struggle with level design, I never know wether to draw it out on paper/ digitally, just plonk tiles together and see how it turns out, think about what's going to be involved in the level and where enemies will appear etc.
How do you level design?
Started by madanchi, Dec 18 2011 11:21 AM
4 replies to this topic
#1
Posted 18 December 2011 - 11:21 AM
#2
Posted 18 December 2011 - 04:19 PM
I think, the best way (well for me anyways) is to attempt to fully design the level from an abstract point. So, flesh out how the player will progress through the level and things such as puzzles or other key mechanics of the level. Once you have an idea of how the level will play out, then decide on the aesthetics of the level, and flesh out how it will be presented to the player.
Then, I think, when this is complete you can go and actually work on making the level -- while of course, ironing out any snags you run into.
Of course, it's different for everyone, but if planned correctly, it will make the process much less painful, and just better designed overall. Also, it helps to make a design that has room for expansion/compression, that way little changes are easy to implement without breaking the original level design.
EDIT: so, I don't think plonking tiles together is the easiest/best approach. Although, if it works better for you, you should do it. Everyone's brain is funny, and works better under certain conditions than others...so it's personal preference. I hope my thoughts might help with your process though.
Then, I think, when this is complete you can go and actually work on making the level -- while of course, ironing out any snags you run into.
Of course, it's different for everyone, but if planned correctly, it will make the process much less painful, and just better designed overall. Also, it helps to make a design that has room for expansion/compression, that way little changes are easy to implement without breaking the original level design.
EDIT: so, I don't think plonking tiles together is the easiest/best approach. Although, if it works better for you, you should do it. Everyone's brain is funny, and works better under certain conditions than others...so it's personal preference. I hope my thoughts might help with your process though.
#3
Posted 20 December 2011 - 06:54 PM
ahh eyah that does sound like the best way, I do my artwork in a simialr manner. Start off with big abstract shapes, then erase and add details, I think when I level design I over think stuff and become overwhelmed then lose track of everything
#4
Posted 20 December 2011 - 07:35 PM
Ah, yes, it is quite easy to get overwhelmed in designing a level in a game; and even easier with large levels.
Another tip, might be:
-Design the abstract, general overview of the level
-Separate the level into logical, smaller "levels"
-Design each smaller level/section individually
-Put together levels, and make any minor tweaks so the sections all flow together nicely
If you focus on the smaller "major" sections of the level, rather than the level as a whole, it might be less overwhelming.
Another tip, might be:
-Design the abstract, general overview of the level
-Separate the level into logical, smaller "levels"
-Design each smaller level/section individually
-Put together levels, and make any minor tweaks so the sections all flow together nicely
If you focus on the smaller "major" sections of the level, rather than the level as a whole, it might be less overwhelming.
#5
Posted 06 April 2012 - 01:06 AM
i make a rough sketch of my area/dungeon and go off that. usually my imagination is bigger than my talent, so i have to make adjustments. for stuff like caves or swamps or forest mazes, i use the circle tool to draw my ground, and build my walls around that. i like the more natural look to it as opposed to trying to do it freehand right in the editor, or using the square tool.
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