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Level Design Chapter 7
Game Level Design Chapter 7 for LD1
30
Games
Graduate
02/08/2011

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Term
Q: Before you start designing your level in earnest, what do you need from the game designer?
Definition
A: Game Metrics
Term
Q: Give three examples of player metrics.
Definition
A: Height and width, walk and run speed, jump distance (horizontal), jump height (vertical), interaction distance.
Term
Q: True or False - A character's collision model is the same as its visible mesh.
Definition
A: False, collision models are simpler than art models, and are usually made using primitives.
Term
Q: Why are metrics so important?
Definition
A: If you don't use the proper metrics in your design, parts of it may become obsolete and you will have to be redo/rework that section.
Term
Q: Besides player metrics, what are three common categories of metrics you should look out for when making your level?
Definition
A: power-ups and temporary modifiers, user definable metrics, and equipment and environmental aid.
Term
Q: What is useful about power-ups for a level designer?
Definition
A: It helps you create a lot of different gameplay.
Term
Q: What are four things you should probably know about power-ups you plan to use?
Definition
A: Their effect, duration, distribution, and availability.
Term
Q: What is the challenge of player defined metrics?
Definition
A: They force you to make your level "water-tight", meaning you account for all possible ranges of player metrics in the design.
Term
Q: What is a permanent modifier?
Definition
A: An item that permanently changes the way the player can interact with your level.
Term
Q: Why must you consider permanent modifiers in your design?
Definition
A: Not accounting for permanent modifiers can make your level unplayable, unbalanced, or broken when a player back tracks.
Term
Q: What is something to avoid when brainstorming for your level.
Definition
A: Trying to figure out how the ideas fit together. Trying to enforce self-criticism and overly harsh structure on your thinking process.
Term
Q: What is the purpose of a cell diagram / bubble chart?
Definition
A: It allows you to arrange/order the ideas you came up with into a feasible chain of events, and it gives you an outline for making your paper design.
Term
Q: What is a war room?
Definition
A: A space designated for planning the game, posting project materials, and creating group discussion and feedback.
Term
Q: What do you need before you start your paper design?
Definition
A: A level abstract, a reference file, a collection of gameplay ideas, and an overview or cell diagram.
Term
Q: What is the "blocking in" phase of the paper design?
Definition
A: Drawing out the rough shape/space of your level.
Term
Q: Level design is a(n) ________ process.
Definition
A: Level Design is an [iterative] process.
Term
Q: What information should you confirm with your boss/lead when making a paper design?
Definition
A: How much detail is required.
Term
Q: What is something your should include with your paper level map?
Definition
A: a marker key or legend.
Term
Q: Name a few things you should consider for enemies in your level.
Definition
A: Placement of enemies/spawn points, enemy detection range, enemy direction, initial behavior, special properties, trigger condition, and enemy pathing.
Term
Q: What is a trigger, and what are three things you'll need to know when making one?
Definition
A: A trigger is a scripted event that will take place under certain conditions. In order to make a trigger, you should know its effect, visibility, and activation criteria.
Term
Q: What are the two types of cut-scenes?
Definition
A: Pre-rendered and real-time.
Term
Q: What is a common problem with scripted events?
Definition
A: Players often don't realize they are taking place.
Term
Q: What are several architectural features you should document clearly on your paper design?
Definition
A: Stairs, elevators, corridors, and doorways.
Term
Q: What is a "callout" and what is its purpose?
Definition
A: A diagram that shows a more detailed view of an element of your level. This is often used when your paper design becomes cluttered, but you still need to show the reader specifics regarding an object/area.
Term
Q: Name a few supporting documents you can/should include with your paper design.
Definition
A: An asset list, a walkthrough, and concept art.
Term
Q: True or False - Your art asset list submitted with your paper design should be comprehensive, and list all possible assets.
Definition
A: False, you want to put down assets you are sure you can use, just enough so artists can get to making your initial pieces.
Term
Q: What do you need to do before you start building from your paper design?
Definition
A: Get peer review on your design and approval.
Term
Q: Why is peer review critical to your level's success?
Definition
A: You have worked too closely with your level to fairly critique it. You need outside opinions to make it better!
Term
Q: What's one thing to always keep in mind when receiving peer review?
Definition
A: Never be offended by criticism of your work!
Term
Q: True or False - If possible, you always want your level's approval in writing.
Definition
A: True, always have a paper trail to back up your design.
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