SlideShare une entreprise Scribd logo
1  sur  297
Level Design Workshop 2012
Matthew Scott
Valve Software
Joel Burgess
Bethesda Game Studios
Steve Gaynor
The Fullbright Company
Meet the Presenters
•Steve Gaynor, The Fullbright Company
Meet the Presenters
•Matthew Scott, Valve Software
Meet the Presenters
•Joel Burgess, Bethesda Game Studios
About Our Backgrounds
• Our Experience is primarily with:
  – First Person Games
  – Exploration Focus
  – Narrative Techniques
  – Shooters and Role-playing Games
• We do not have Experience With:
  – Free-to-Play Games/Services
  – Mobile Games
  – RTS/Puzzle/other Genres of game
What to Expect Today
• Applicable Concepts & Techniques
  – How?


• Seek Common Level Design Ground
• Share Insights from Our Experience
• Present Lessons w/Broad Usefulness
General Structure
• Core Concepts We’ll Focus On
  – Broad Definition of Level Design
     • Define a Common Language
  – Layout Techniques
     • Guide for Physical Playspaces
  – Pacing & Encounter Design
     • Populating Levels
  – Narrative & Environmental Storytelling
     • Achieving Deeper Meaning
Workshop Schedule
9:30-9:45 Speaker Introductions, Overview of the Day
9:45-10:30 Section I: Components of Level Design
10:30-11:30 Section II: Layout Primer & Best practice tips
11:30-12:00 Pre-lunch Q&A

Lunch Break

1:30-1:45   Reconvene and afternoon overview
1:45-2:45   Section III: Level Population. Encounters, Pickups, Puzzles, Reveals, etc.
2:45-3:15   Section IV: Pacing, Balance, Flow - Next step of Population
3:15-3:30   Afternoon Q&A

Coffee Break

4:00-4:15 Reconvene, Final session overview
4:15-4:45 Section V: Narrative Overview - Role of LD as storyteller
4:45-5:45 Section VI: Narrative without words, Environmental storytelling.
5:45-6:00 Wrap-up and Final Q&A
Level Design Workshop 2012
Section One: Components of Level Design
DEFINING LEVEL DESIGN
Defining Level Design
• Broadly defined discipline
• Needs change per studio/project/genre
  – Often one face of a multi-role job
  – Not a universally agreed-upon term
?
Level Design
                   Single-player
                                   ?


               ?
Single-player
One Language, Many Dialects
• Discuss Level Design in Broad Terms
  – Seek Common Ground
  – Extrapolate from Specifics to Generalities
  – Find Lessons We Can Apply to Our Work


• So – What is a Level, really?
Defining Level Design
   Levels are the space in which player
              actions happen
• By this definition, every* game has levels
• Role of Level Designer varies by:
  – Game/Genre/Perspective
  – Technology
  – Team Culture
  – Designer Skillset
                                       *Probably
Level Design is…
• Level Design is defined by your game

• Your level design can define your game

• Your role? Whatever it needs to be.
ROLE OF A LEVEL DESIGNER
Level Design Job #1
  Create Circumstances which invite players to
 engage in the activities the game models well
• Showcase the art, code and systems
  – Duty to the Team and Game
• Build Player Trust
  – Duty to the Player
Universal Design Concerns
• Concerned with physical space
  – Aesthetic Component


• Conduit between Player and Mechanics
  – Psychological Component
Level Design Aesthetics
• Level Design != Creating Art Assets
  – Though it is tied up very much with this!
  – Level Designers Can be Non-Artist Developers
• Level Design Thrives on Visual Composition
  – As Opposed to Visual Finish
• Levels are Art In Motion
  – Gameplay is rarely visually static
Level Design Psychology
• Understanding Player Emotional State
  – Catering to Play Styles
  – Meeting Expectations
• Gameplay As Active Expression
  • Level Design As Player Collaboration
• A Predictive Discipline
  – Building Systems And Circumstances
  – Designer/Player Authorship Relationship
CORE CONCEPTS
Core Concepts
• Layout – Morning Session (Joel)
  – Understanding How We React to Space
  – The Many Approaches to Layout
Core Concepts
• Gameplay & Pacing – Afternoon (Matt)
  – Defining Gameplay Goals
  – Understanding and Use of Pacing
Core Concepts
• Narrative – Late Afternoon (Steve)
  – The Many ways Level Design Tells Stories
  – Explicit, Implied and Environmental
Level Design Workshop 2012
Section Two: Layout Fundamentals
THE ROLE OF LAYOUT
Layout & Mechanics
• Mechanics: Player’s Verb Set
• Layout: Space Conducive to those Verbs

A sandbox is a very
Simple layout for
Playing w/Sand
Do Games Require Layout?
• Some Mechanics-Driven Games Do Not
When Does Layout Matter?
• Any game in which physical space impacts the
  player activity
Layout As Gameplay Rule
More Than “Just A Map”
Layout is a Statement
• Invite and Encourage Player Behavior
• Layout is a powerful statement about what
  your game is, and how you suggest players
  best enjoy it.
Standing Cover




Crouching Cover
Level Flow
• Flow: The Rhythm at which a player moves
  through and experiences a level
• This is very much tied up with Layout and
  Pacing
• Flow will underscore and enforce overall pace
  of the game
Layout As Teacher
• Layout can be an effective, natural tutorial
• Create scenarios in which player must use a
  specific, core technique to advance
Too High To Jump




Dead End

                              Too Small To Fit
Must Use Morph Ball
Locked Door
     Weighted Cubes
Pressure Plate Button
Weighted Cube
+ Pressure Plate
   Door Opens!
Layering
• Introduce Rules/Mechanics in Isolation
  – Remove Distractions
  – Remove Challenges
• Layering Duress
  – Physical Circumstance (Layout)
  – Combine w/Mechanics (Such as Enemies)
  – Time Pressure (Use Sparingly)
Requires Two
Layout as Preview
• Show currently-inaccessible areas
• Telegraph Gameplay Expectations
• Draw on Desire to explore
Playable Area
Playable Route
Playable Area
Layout as Composition
• Good Level Designers can be terrible at
  painting a picture…
• But great at composing one.
• Rules of Visual Composition Apply to Level
  Design
Rule of Thirds
• In Visual Art, it’s a guide for framing
  elements within a composition
• In layout, serves as a loose guideline
• Useful for composing reveals
• Emphasize Planes of Play
• Tool for avoiding symmetry
Fibonacci Sequence
0, 1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144…
Applications of Fibonacci
• Visual Reveals
• Planes of Play
• Potential Pacing Usefulness
  – Handy Yardstick for analysis
  – Less so as a planning tool
APPROACHES TO LAYOUT
Paper Planning
Paper Planning
+ Familiar & Comfortable
+ Rapid and Flexible
- Difficult to Express 3D space
- Disposable
Graybox Blockout
Graybox Blockout
+ Playable Fast
+ Minimize Distracting Context
- Tech Heavy
Kit Roughing
Kit Roughing
+ 1:1 relationship w/Final Space
+ Very Quickly Playable
- Requires Art
- Rigidity
Iteration is Key
• No Matter What Your Preferred Approach:
  – Keep yourself Flexible
  – Constantly Re-evaluate layout
  – Test, Observe, Test, Observe, Change
• Layout is the Bedrock of your Level
  – So take time to get it right
LAYOUT TEMPLATES
Straight-On


Enter
                      Exit
Straight-On
- Little Player Choice Available
- Handkerchief Design
+ High Level of Authorship
Re-Tread

Enter
Exit

                   Climax
Re-Tread
+ “The Oblivion Problem”
+ Difficult to make Re-Tread Interesting
- Few Reusable Options/State Changes
One-Way Loopback

Enter
Exit


Climax
One-Way Loopback
• Minimizes the Re-Tread Problem
• Choosing Meet Point is Tricky
• Can Seem Contrived
Branching Chokepoint
Branching Chokepoint
• Good Emphasis on Player Choice
• Scope Control: Chokepoint & Edge Cases
• Choices can feel Illusory
Swiss-Cheese Approach
Swiss-Cheese Approach
• High Emphasis on Player Choice
• Less Design Control of early experience
• Scope Bloat: Handling multiple Paths
Branching Fractal
Hub and Spoke
Hub and Spoke
• Efficient: Highly Reused Hub Space
• Hub Can Become Dull/Repetitive
• Spokes Not Reusable
Gated Hub
      


           


      
Pass-Through and Return
EVERYDAY LAYOUT TIPS
Decision Stacking

          ?
    ?
           ?

?              
Pickups & Flow Disruption

         --
         
T-Intersections & Spillout

        ?    ?
Mixing Bowls


    
    ?
    
Changed Perspective

             !
  

                 ?
Consistent Incline/Decline
Level Design Workshop 2012

Section Three: Pacing
PART I: A primer on
pacing
How can we use pacing in
   game development?
• Pacing is a tool for keeping the player
  interested in your game. It can be used
  to convey certain emotions to players,
  and also helps control impact of events
  to the player.


                   3
How can we use pacing in
   game development?
• Pacing goes by many names: flow,
  rhythm, tempo, groove, etc.




                  3
How can we use pacing in
   game development?
• Useful to visualize pacing in graph form.




                    3
Pacing for the scope of this talk




               4
PACING & MOTIVATION
Pacing and Player Motivation
•The carrot and stick.

•Static carrot positioning vs dynamic.




                         7
Pacing and Player Motivation
• To entice players to continue playing, they
  need certain incentives. These can be
  items, story elements, shiny stuff, some
  little nugget to keep them going.




                      6
Pacing and Player Motivation




             6
Pacing and Player Motivation




             6
WHERE TO BEGIN:
SIMPLIFY THE PROBLEM
Where do we start?
• Breaking down pacing into its
  components.




                     10
Breaking down the problem
• In animation, shots and story moments are
  broken down into smaller units called
  "beats". These beats are useful in timing
  out important story or character
  development points.




                    11
Breaking down the problem
• Should the beats happen too frequently,
  viewers can get overwhelmed and lose
  track of whats going on. Too infrequently
  and they get bored.




                      12
Breaking down the problem
• You can draw in the viewers by changing
  the type and frequency of these beats.




                    13
Breaking down the problem
•In games we can use this methodology to
 design interesting gameplay
 experiences. For us, these beats can range
 from things as simple as a small health
 boost to something as big as a boss fight.




                    14
14
LOOKING AT IT DIFFERENTLY
Another way of approaching the problem
• pacing in musical terms.




                     15
Another way of approaching the problem
• The Jaws theme is a great example of the
  power of pacing.




                    17
Another way of approaching the problem
• It is conceptually simple, a pattern of
 notes that repeats.




                       18
Another way of approaching the problem
•What makes piece so powerful is the way
 that pattern repeats. The increased tempo,
 added flourishes, these all add to increase
 tension in the listener.




                     19
Another way of approaching the problem




                  19
Another way of approaching the problem


• Examples in video games




                   20
HOW TO BEGIN:
SPEAK THE SAME LANGUAGE
The importance of developing a
      shared vocabulary:
• When working with a team, it can be
  difficult to communicate clearly to each
  other.




                      25
The importance of developing a
      shared vocabulary:
• The more people, the more possibility for
  divergent ideas of what you're talking
  about.




                     25
The importance of developing a
      shared vocabulary:
• To unify the group's vision, develop a
  shared language for elements of your
  level/game.




                      25
The importance of developing a
      shared vocabulary:
•During HL2's development, the team had a
 way of talking about pacing where they
 were able to generalize the entire game
 into a few basic components: Combat,
 Puzzle, Exploration, Choreography, and
 Vista.


                    26
The importance of developing a
      shared vocabulary:
•Developing this shared vocabulary meant
 they were able to describe fairly abstract
 gameplay scenarios in very concrete ways.




                     27
The importance of developing a
      shared vocabulary:
•This has become common practice at Valve
 and has allowed us to have more grounded
 discussions on how to design and iterate
 our levels as well discuss the game at
 large.




                   28
CASE STUDY:
 HALF-LIFE 2
Defining HL2's pacing elements.
Here are the elements the Half Life 2 team
used to describe their game:
  – Combat
  – Puzzle
  – Exploration
  – Choreography
  – Vista



                     29
Defining HL2's pacing elements.
• Combat - describes any time a player is
  engaged in a fight.




                     30
Defining HL2's pacing elements.
• Exploration - a term for the player
  traversing the environment, not actively
  engaged in solving a puzzle and not in
  combat.




                      31
Defining HL2's pacing elements.
•Puzzle - player is faced with a challenge
 they must overcome before they can
 progress.




                      32
Defining HL2's pacing elements.
•Puzzles are a great way to introduce new
 gameplay mechanics because they allow
 the player to learn in a pressure-free
 environment.




                     32
Defining HL2's pacing elements.
•In Half-Life 2, the teeter-totter teaches
 players to think of physics as a game
 mechanic, not just a visual flourish.




                       32
Defining HL2's pacing elements.
• Choreo - short for choreography. These
  encompass animated scenes ranging from
  the interactive scenes in Eli's lab to
  completely animated scenes like Dog v
  Strider. We mainly use Choreo for story
  exposition.




                   34
Defining HL2's pacing elements.
• Vista - a Vista is an area of visual interest
  to the player. We expect players to stop
  and check this area out.




                       36
Defining HL2's pacing elements.
• I really like these generalizations because
  you can simplify almost any game using
  these elements.
• Its all about thinking of these elements in
  context.




                      55
ANATOMY OF A LEVEL:
      HL2: Episode 2
Anatomy of a level: White Forest Inn
• HL2: Ep2: White Forest Inn




                    38
Anatomy of a level: White Forest Inn
•When planning a new level, one of the first
 questions we try to answer is: Where does
 this fit in relation to the previous and prior
 maps?




                       39
Anatomy of a level: HL2: Ep2: White Forest Inn

•The White Forest Inn map serves to give
 the player a break from driving.




                      40
Anatomy of a level: HL2: Ep2: White Forest Inn

• We could have solved "driving-fatigue" by
  shortening the trip to the White Forest
  base, but that would have reduced the
  anticipation and importance of the
  dangerous journey to the Base.




                      41
Anatomy of a level: HL2: Ep2: White Forest Inn

•Pacing your level is a balancing act.




                      42
Anatomy of a level: HL2: Ep2: White Forest Inn

•If a combat section is too long it can
 become stagnant and boring.




                      43
Anatomy of a level: HL2: Ep2: White Forest Inn

• We observed new players going through
  our content every week and began to see
  patterns as to what keeps the player
  engaged and motivated to progress
  through the game.




                      44
Anatomy of a level: HL2: Ep2: White Forest Inn

• Since we had so much data we were able
  to tightly iterate on the game's pacing.




                      45
Level Deconstruction
• To analyze levels that you think “work”,
  break them down into smaller pieces. Try
  to find the unique components and identify
  why and when they are used.




                     46
Level Deconstruction
• In this example we will analyze this level's
  pacing by breaking down the level into the
  individual elements I mentioned earlier.




                      47
48
Anatomy of a level: HL2: Ep2: White Forest Inn

• Now lets take a closer look and categorize
  whats going on.




                      49
48
Anatomy of a level: HL2: Ep2: White Forest Inn

• Look at it a different way, breaking
  the level into its individual elements on a
  timeline representing % of level makeup or
  % of time spent in level.




                      50
Anatomy of a level: HL2: Ep2: White Forest Inn




                      51
Anatomy of a level: HL2: Ep2: White Forest Inn




                      51
Anatomy of a level: HL2: Ep2: White Forest Inn




                      51
Anatomy of a level: HL2: Ep2: White Forest Inn




                      51
TUNING THE PACE OF YOUR LEVEL
Getting down to details
• Now that we've talked about some of the
  main elements of pacing a Half-Life level,
  lets talk about the moment to moment
  gameplay within those elements.




                      72
Getting down to details
• I like to think of pacing as a graph of
  frequency vs intensity.




                       73
Using Item placement as "beats"
• Items can be used as "beats" in your level.




                     80
Using Item placement as "beats"
• Item importance can be influenced by
  pacing.




                    80
PLAYTEST!
A note on playtesting:
• During Episode 2's development, every
  week we brought in a random volunteer
  from outside the company to play the
  game while we observed.




                    76
A note on playtesting:
• Observing a playtest is a very direct way
  to collect data on payer engagement
  within each part of your level. We'd
  observe player behavior, take notes, and
  interview the player afterward.




                     77
A note on playtesting:
• Playtesting isn't just a useful for finding
  bugs, it is critical to tuning the pacing of
  your game.




                        78
A note on playtesting:
• When self-testing, play as a new player.

• We tend to naturally get bored and either
 screw around or shift our attention to other
 things.




                      79
TRANSITIONING BETWEEN ELEMENTS
Transitioning between elements

•   Combat
•   Choreo/cinematic
•   Exploration
•   Puzzles.




                       81
Transitioning between elements
• Combat is one of the most intense in
  regards to player engagement.




                     82
Transitioning between elements
• Choreographed scenes/cinematics -
  depending on their placement, they're a
  good bridge between other types.




                     83
Transitioning between elements
• Exploration - usually more less intense
  than combat scenarios




                     84
Transitioning between elements
• Puzzles - mentally taxing.




                      85
TROUBLESHOOTING
Battling player fatigue
• Combat sequences
• Introduce a new method of fighting: new
  enemy type, new weapon type, traps,
  remove weapons, change enemy
  composition, change AI behavior, interrupt
  the fight with a beat of a different type (
  puzzle, choreo, vista, etc)



                      86
Battling player fatigue
• Exploration
• Introduce small combat segment! (hl2
  would use manhacks, spy cameras, etc.)
• new method of traversing through
  previously traversed levels ( dishonored,
  shadow complex )




                     87
Battling player fatigue
• Puzzle
• Give the player a break, transition to another
  element.
• Introduce time pressure ( stop the bomb!)
• Combat - use sparingly. Introducing combat is
  adding another layer of complexity for the
  player. Sometimes it becomes too frustrating,
  and the player quits.



                       88
Battling player fatigue
• Choreo
• Combat - this is a powerful combination due
  to the players expectations to let their guard
  down during choreo/cutscenes.
• Break up your story points and place in
  shorter sequences.




                        88
CASE STUDY: LEFT 4 DEAD
Pacing Left 4 Dead
• Since the Left 4 Dead franchise is largely
  devoid of puzzles, choreo, and designed
  to be infinitely re-playable, trying to pace
  the game became a challenge.




                       63
Pacing Left 4 Dead
• The elements Left 4 Dead succeeds at are
  Exploration and Combat.




                    64
LEFT 4 DICTIONARY
Develop a shared vocabulary
Develop a common vocabulary
• In the early days of Left 4 Dead 2, a group
  of us played the original L4D, logging our
  "awesome" or "fun" moments during
  playtests.

• We made notes of both the level's
  geometry and the Director's behavior.


                      60
The Left 4 Dictionary
• Through our notes, we saw patterns of fun
  environmental segments and Director
  behaviors. We developed terms like
  Zombie Rain, Funnel-In, Finales,
  Crescendo Event, Death Closet.




                     66
The Left 4 Dictionary
• We would find interesting combinations
  and use a sentence like "Wide Open Top
  to Funnel-In to Single-File with Open Top"
  to describe something as conceptually
  simple as a parking lot leading to an alley
  that is between tall buildings.




                      67
The Left 4 Dictionary




         69
The Left 4 Dictionary




         69
Additional Level Terminology
• "The Flow" - main route from starting safe
  room to the exit.




                     70
Additional Level Terminology
• Capillaries - side paths off the main flow.

• Useful for item placement




                       70
Additional Level Terminology
• Crescendo Event - high intensity combat
  challenge.

• Highest impact event in level.




                      70
Additional Level Terminology
• Finale - highest intensity combat challenge
  in the entire campaign.




                     70
LEFT 4 DEAD
PACING FOR REPLAYABILITY
Pacing Left 4 Dead
• Replayability - why should we design
  games to be replayable?

• "static" games vs "dynamic" games.




                     64
Pacing Left 4 Dead
• What should we change per play session?




                    64
What did we change?
• Enemy spawning - variable positions,
  variable types

• Item spawning - fixed positions, variable
  type




                      64
What we didn't change
• Map layout

• Basic campaign events like crescendo
  events and finales




                    64
LEFT 4 DEAD:
THE DIRECTOR
The Director
• Dynamically influences the pace of the
  game by analyzing and responding to
  player behavior




                     64
The Director
• Micromanages enemy and item spawning
  to tailor this specific play experience for
  this specific group of players.




                      64
The Director




               64
Impact of The Director
• The Director has been personified by
  players.

• A main "character" in the franchise.




                      64
QUESTIONS?
Level Design Workshop 2012
Section Five: Level Designer As Storyteller
LEVEL DESIGNER
AS STORYTELLER
Player Stories
• Every time a level is played, a story is told.


• The player's experience of playing through the
  level-- what happened to THEM-- is that story.
Super Metroid Intro
Inherent Storytelling
• The story is told through a variety of means
  – player's interactions with the game's mechanics
  – exploration of the environment
  – observation of the scripted story elements.

• But each player's experience of this level's
  story is different.
Inherent Storytelling
• It is the level designer's job to define the
  possibilities of what a level's story might be.
• In some games, most players' stories will be
  nearly identical; in others all will be very
  different.
• But in each case it's up to the level designer to
  determine the bounds of the experience.
YOUR TOOLSET
What tools does a level designer
have at their disposal to define the
 possibilities of the level's story?
• Layout/flow
• Mechanical population
• Environment art
• In-world scripting/voice
• Cutscenes
Storytelling Tools
• All of the above can play important roles in
  telling the story of a level. However:
  – What kind of story does your level need to tell?
  – Which of these tools will provide the most
    efficient way of telling this story?


• This will determine the level's scope.
Types of Story
• Gameplay story
• Environmental story
• Scripted story


• Super Metroid Example
  Contains All Three
GAMEPLAY STORIES
Super Metroid – Gameplay Story
“I navigated by running, jumping and shooting,
 then encountered a huge monster and fought
against it, but it was too powerful for me. I then
  rushed through hazards to escape the space
            station before it exploded.”
Super Metroid – Environmental
              Story
“The base was deserted, all the scientists were
dead, and the dangerous specimen was missing
          from its containment unit.”
Super Metroid – Scripted Story

“The monster stole the specimen and flew away
   with it, causing the space station to enter
destruct mode. I escaped in my spaceship just in
  the nick of time, moments before the space
                station exploded.”
Gameplay Story
• Most important story to get across
  – (from design perspective)

• Teach Player What Abilities Exist
• Consistency = Trust
• If any player completes this level without
  understanding this story, they also walk away
  with an incomplete understanding of their
  role as the player of the game.
Gating
• Mandatory mechanical elements must be
  gated.
  – Running solves itself
  – Jumping is similarly straightforward
  – Shooting is slightly more complex
       Can't rely on player shooting during boss fight.
       Doors only open when shot.
Beyond Tutorials
• But this is only one very limited type of
  Gameplay story: the tutorial.
• Gameplay stories can be highly varied and
  expressive, allowing the player to shape their
  own experience based on the opportunities
  provided by the designer.
Deus Ex 3: Multiple Paths
Varying Gameplay Stories
• “I used cover and explosives sweep through
  the room, killing all of the enemies.”
• “I hacked security to fight for me, then snuck
  away while the enemies were distracted.”
• “I used my abilities and cover to sneak through
  the room without anyone knowing I had been
  there at all.”
By carefully managing the level's layout and the arrangement of
gameplay elements within it, the designer can guide the player
through one very specific Gameplay story, or present them with
a number of possibilities out of which to build their own.
SCRIPTED STORIES
Scripted Story
• But often a level designer is responsible for
  presenting a scripted story as well.
• This story most often comes from the writer
  of the game, and is considered “THE STORY”
  from a reviewer's standpoint.
• It is the level designer's job in this case to
  present the Scripted story as clearly and
  compellingly as possible.
Scripted Story
• Scripted story can quickly become very
  expensive
  – Cutscenes are the most reliable, and most
    expensive, method.

• Any way in which the designer can express
  more of the Scripted story in the level itself
  will benefit the project, and the player
  experience, as a whole.
What elements of Scripted story
    can live in the level itself?
• Voice-over
• Character animation
• Environment events
Scripted Story
• Any of these is better integrated into the
  gameplay-- and less expensive-- than a
  cutscene
• Must be managed along with all the other
  gameplay elements that the player encounters
SCRIPTED STORY
TECHNIQUES
• Framing

   – funneling the player's attention via layout

• Gameplay mechanics

   – or lack thereof/minimizing distraction

• Staging & lighting

   – focusing attention visually

• Gating

   – keeping the player from skipping the sequence, if
     necessary
Framing
• FRAMING: Using layout to ensure the player is
  facing the event when it begins, and is able to
  see it clearly as it proceeds.
• Should always occur in the center of the
  player's screen.
• Dog Leg or S-Lock to funnel the player's view
Dishonored: “Plague Train”
Mechanics
• Any interactive elements will draw attention
  away from the Scripted story sequence.
• If interactive objects cannot be removed, any
  effects that highlight them (special effects,
  particles) should be disabled.
STAGING/LIGHTING
• Scripted Story is a stageplay.
• Lighting and blocking draw the player's
  attention to the most important elements of
  the sequence.
   Spotlighting highlights specific elements
   Silhouetting isolates specific elements from
    the surrounding scene.
Optional or Non-Optional?
• If the player must not be able to skip the
  sequence, some form of gating is required.
• Ideally the resolution of the sequence itself
  should clear the blockage, allowing the player
  to move on
• Allowing the player to skip the sequence
  requires additional planning, but allows the
  player to interact to the game more naturally.
Level Design Workshop 2012
Section Six: Environmental Narrative
ENVIRONMENTAL
STORYTELLING
Environmental Storytelling
• Exists in the conceptual space between
  Gameplay and Scripted story
• The story that the player deduces from the
  gameworld itself
Environmental Story
• Gameplay stories- “what the player does”
• Scripted stories - “what the player watches”


• Environmental stories - “where the player is”
Environmental Meaning
• The game's environment constantly surrounds
  the player.
• It communicates meaning, whether the
  designer intends it to or not.
• An environment that has not been carefully
  considered only communicates its most basic
  properties
* But the environment CAN communicate
much more
* The cost to do so is generally much lower
than Scripted story, and in many cases
compared to the Gameplay story.
Environmental storytelling is:
• Visual
• Static
• Passive
• Optional
• Instantaneous
• Scalable
Latent Story
• Decoration that tells a story
• The player is free to pay attention to if they
  want, but is not forced to engage.


• What are the practical advantages of
  Environmental storytelling?
Advantages of Env. Storytelling
• Inexpensive
• Time-Agnostic
• Memorable
Inexpensive
• Don’t require unique game mechanics or
  heavy bugtesting
• Don’t require writing or voice acting or
  character animation.
• Require art assets to be created and placed in
  specific ways
   Setup cost, memory cost, but require fewer
    personnel with shorter pipeline
Time-Agnostic
• Scripted stories take time, usually in the form
  of voiceover and animations playing out.
   Not necessarily a bad thing especially for a
    first-time player.
• But Scripted story is more static than
  Environmental story
   Will always take the same amount of time
    to resolve
• Player has no control over duration
   Can only choose to watch or not
• Half-Life 2 lock-in scripted story sequences fail
  for players who are not naturally invested in
  the story
Time-Agnostic
• Environmental stories have no set time span.
• Allow the player to expend as much attention
  on them as the player desires.
• Environmental storytelling doesn't pose the
  risk of pushing the player away by forcing
  them to sit through content they're not
  invested in. It drives player engagement.
Memorable
• Environmental storytelling happens as much
  in the player's head as it does in the game.
   Player is deeply invested when they engage
    with the content.
• While all players are shown the same
  cutscenes and Scripted sequences, the piece
  of Environmental storytelling that the player
  discovers themselves is theirs to own, and
  remember.
THE MONTAGE EFFECT
The Montage Effect
• In film, the Montage Effect was pioneered by
  filmmakers such as Sergei Eisenstein and Lev
  Kuleshov. The principle states that, with any
  series of images, a viewer will always assign
  meaning to a given image based on the image
  that precedes it.
The Montage Effect
• Environmental storytelling clusters concepts
  together
• The player observes and imposes a framework
  of relationships upon them.
• The designer works in reverse, setting up an
  arrangement of elements that the player can
  reconstruct into the intended story.
• Can express a simple, single moment...
Example:
System Shock 2
Example: Gone Home
• But Environmental storytelling moments can
  also cover more time and say more about a
  character.
• Environmental storytelling can express how a
  character lives, and therefore what kind of
  person they are.
Gone Home
• Environmental storytelling can convey that
  builds up a character's identity over time.
• Lived-in, domestic spaces invite the player to
  explore and discover more about the
  characters that live there
STAGING & FRAMING
Staging & Framing
• Consider how the player first encounters an
  Environmental storytelling scene, and how it is
  lit and presented.
• Unlike a Scripted moment, some
  Environmental storytelling may be off of the
  critical path
   Reward for players that explore and want
    to find more meaning in the game
Front & Center
Hidden Example
Staging & Framing
• With the amount of development investment
  required for Environmental storytelling, it's
  much more feasible to allow some players to
  completely skip some of this type of content.
• The players who do find it will feel that much
  more rewarded.
USING LANGUAGE
To Graffiti or Not to Graffiti?
• One element often found in environmental
  storytelling is some form of writing.
  – Graffiti, handwritten notes or clippings from print.

• This use of language can be a boon, or a
  crutch.
• Over-reliance on written text can explain to
  the player exactly what the scene means,
  instead of letting the player figure it out.
Telling instead of showing
To Graffiti or Not to Graffiti?
• But sometimes text can be applied in such a
  way that it holds the scene together, giving
  just enough context for the other elements to
  have meaning.
Showing & Telling
Einstein’s Razor
• Environmental storytelling is primarily visual
• Language can help the effect
  cohere.
• “Everything should be made as
  simple as possible, but no
  simpler.”
In Conclusion
• Environmental storytelling is all about
  maximizing your ability to communicate with
  players.
  – Populating the environment with meaningful
    imagery maximizes the impact of the space the
    player navigates.
  – Environmental storytelling can often be the most
    efficient method of conveying authored story as
    well.
• When faced with a section of the environment
  that isn't “saying” anything, or a story element
  that you need to communicate to the player,
  consider how you might be able to fill the
  environment with meaningful images that
  allow the player to reconstruct the story in
  their mind, making the player a storyteller,
  instead of just a bystander.

Contenu connexe

Tendances

게임업계에서 내가 하고 싶은 일 찾는 방법
게임업계에서 내가 하고 싶은 일 찾는 방법게임업계에서 내가 하고 싶은 일 찾는 방법
게임업계에서 내가 하고 싶은 일 찾는 방법Donghun Lee
 
게임 시스템 디자인 시작하기
게임 시스템 디자인 시작하기게임 시스템 디자인 시작하기
게임 시스템 디자인 시작하기ByungChun2
 
NDC 2018 레벨 디자인 튜토리얼 Level Design Tutorial
NDC 2018 레벨 디자인 튜토리얼 Level Design TutorialNDC 2018 레벨 디자인 튜토리얼 Level Design Tutorial
NDC 2018 레벨 디자인 튜토리얼 Level Design Tutorial용태 이
 
고대특강 게임 프로그래머의 소양
고대특강   게임 프로그래머의 소양고대특강   게임 프로그래머의 소양
고대특강 게임 프로그래머의 소양Jubok Kim
 
NDC 2013 이은석 - 게임 디렉터가 뭐하는 건가요
NDC 2013 이은석 - 게임 디렉터가 뭐하는 건가요NDC 2013 이은석 - 게임 디렉터가 뭐하는 건가요
NDC 2013 이은석 - 게임 디렉터가 뭐하는 건가요Eunseok Yi
 
게임제작개론 9
게임제작개론 9게임제작개론 9
게임제작개론 9Seokmin No
 
게임제작개론: #1 게임 구성 요소의 이해
게임제작개론: #1 게임 구성 요소의 이해게임제작개론: #1 게임 구성 요소의 이해
게임제작개론: #1 게임 구성 요소의 이해Seungmo Koo
 
Level Design Challenges & Solutions - Mirror's Edge
Level Design Challenges & Solutions - Mirror's EdgeLevel Design Challenges & Solutions - Mirror's Edge
Level Design Challenges & Solutions - Mirror's EdgeElectronic Arts / DICE
 
액션 게임 디자인
액션 게임 디자인액션 게임 디자인
액션 게임 디자인ByungChun2
 
KGC 2013 - 5일만에 레벨 디자인하기
KGC 2013 - 5일만에 레벨 디자인하기KGC 2013 - 5일만에 레벨 디자인하기
KGC 2013 - 5일만에 레벨 디자인하기용태 이
 
게임제작개론 : #8 게임 제작 프로세스
게임제작개론 : #8 게임 제작 프로세스게임제작개론 : #8 게임 제작 프로세스
게임제작개론 : #8 게임 제작 프로세스Seungmo Koo
 
게임제작개론 : #7 팀 역할과 게임 리소스에 대한 이해
게임제작개론 : #7 팀 역할과 게임 리소스에 대한 이해게임제작개론 : #7 팀 역할과 게임 리소스에 대한 이해
게임제작개론 : #7 팀 역할과 게임 리소스에 대한 이해Seungmo Koo
 
Introducting the art pipeline
Introducting the art pipelineIntroducting the art pipeline
Introducting the art pipelineDavid Edwards
 
게임 기획자 : 스페셜리스트 VS 제너럴리스트
게임 기획자 : 스페셜리스트 VS 제너럴리스트게임 기획자 : 스페셜리스트 VS 제너럴리스트
게임 기획자 : 스페셜리스트 VS 제너럴리스트원호 손
 
Player Traversal Mechanics in the Vast World of Horizon Zero Dawn
Player Traversal Mechanics in the Vast World of Horizon Zero DawnPlayer Traversal Mechanics in the Vast World of Horizon Zero Dawn
Player Traversal Mechanics in the Vast World of Horizon Zero DawnGuerrilla
 
뉴비라이터를 위한 게임라이팅 일반론
뉴비라이터를 위한 게임라이팅 일반론뉴비라이터를 위한 게임라이팅 일반론
뉴비라이터를 위한 게임라이팅 일반론sinnoske
 
[NDC2019] 전소현&장기은 - 시나리오 기획자는 대사만 잘쓰면 되는 거 아닌가요? ㅇㅅㅇ
[NDC2019] 전소현&장기은 - 시나리오 기획자는 대사만 잘쓰면 되는 거 아닌가요? ㅇㅅㅇ[NDC2019] 전소현&장기은 - 시나리오 기획자는 대사만 잘쓰면 되는 거 아닌가요? ㅇㅅㅇ
[NDC2019] 전소현&장기은 - 시나리오 기획자는 대사만 잘쓰면 되는 거 아닌가요? ㅇㅅㅇKieun Jang
 
[IGC2018] 캡콤 토쿠다 유야 - 몬스터헌터 월드의 게임 컨셉과 레벨 디자인
[IGC2018] 캡콤 토쿠다 유야 - 몬스터헌터 월드의 게임 컨셉과 레벨 디자인[IGC2018] 캡콤 토쿠다 유야 - 몬스터헌터 월드의 게임 컨셉과 레벨 디자인
[IGC2018] 캡콤 토쿠다 유야 - 몬스터헌터 월드의 게임 컨셉과 레벨 디자인강 민우
 
[NDC 2021] 게임 PD가 되어 보니
[NDC 2021] 게임 PD가 되어 보니[NDC 2021] 게임 PD가 되어 보니
[NDC 2021] 게임 PD가 되어 보니Yongha Kim
 
게임 기획자의 생존 전략
게임 기획자의 생존 전략게임 기획자의 생존 전략
게임 기획자의 생존 전략태성 이
 

Tendances (20)

게임업계에서 내가 하고 싶은 일 찾는 방법
게임업계에서 내가 하고 싶은 일 찾는 방법게임업계에서 내가 하고 싶은 일 찾는 방법
게임업계에서 내가 하고 싶은 일 찾는 방법
 
게임 시스템 디자인 시작하기
게임 시스템 디자인 시작하기게임 시스템 디자인 시작하기
게임 시스템 디자인 시작하기
 
NDC 2018 레벨 디자인 튜토리얼 Level Design Tutorial
NDC 2018 레벨 디자인 튜토리얼 Level Design TutorialNDC 2018 레벨 디자인 튜토리얼 Level Design Tutorial
NDC 2018 레벨 디자인 튜토리얼 Level Design Tutorial
 
고대특강 게임 프로그래머의 소양
고대특강   게임 프로그래머의 소양고대특강   게임 프로그래머의 소양
고대특강 게임 프로그래머의 소양
 
NDC 2013 이은석 - 게임 디렉터가 뭐하는 건가요
NDC 2013 이은석 - 게임 디렉터가 뭐하는 건가요NDC 2013 이은석 - 게임 디렉터가 뭐하는 건가요
NDC 2013 이은석 - 게임 디렉터가 뭐하는 건가요
 
게임제작개론 9
게임제작개론 9게임제작개론 9
게임제작개론 9
 
게임제작개론: #1 게임 구성 요소의 이해
게임제작개론: #1 게임 구성 요소의 이해게임제작개론: #1 게임 구성 요소의 이해
게임제작개론: #1 게임 구성 요소의 이해
 
Level Design Challenges & Solutions - Mirror's Edge
Level Design Challenges & Solutions - Mirror's EdgeLevel Design Challenges & Solutions - Mirror's Edge
Level Design Challenges & Solutions - Mirror's Edge
 
액션 게임 디자인
액션 게임 디자인액션 게임 디자인
액션 게임 디자인
 
KGC 2013 - 5일만에 레벨 디자인하기
KGC 2013 - 5일만에 레벨 디자인하기KGC 2013 - 5일만에 레벨 디자인하기
KGC 2013 - 5일만에 레벨 디자인하기
 
게임제작개론 : #8 게임 제작 프로세스
게임제작개론 : #8 게임 제작 프로세스게임제작개론 : #8 게임 제작 프로세스
게임제작개론 : #8 게임 제작 프로세스
 
게임제작개론 : #7 팀 역할과 게임 리소스에 대한 이해
게임제작개론 : #7 팀 역할과 게임 리소스에 대한 이해게임제작개론 : #7 팀 역할과 게임 리소스에 대한 이해
게임제작개론 : #7 팀 역할과 게임 리소스에 대한 이해
 
Introducting the art pipeline
Introducting the art pipelineIntroducting the art pipeline
Introducting the art pipeline
 
게임 기획자 : 스페셜리스트 VS 제너럴리스트
게임 기획자 : 스페셜리스트 VS 제너럴리스트게임 기획자 : 스페셜리스트 VS 제너럴리스트
게임 기획자 : 스페셜리스트 VS 제너럴리스트
 
Player Traversal Mechanics in the Vast World of Horizon Zero Dawn
Player Traversal Mechanics in the Vast World of Horizon Zero DawnPlayer Traversal Mechanics in the Vast World of Horizon Zero Dawn
Player Traversal Mechanics in the Vast World of Horizon Zero Dawn
 
뉴비라이터를 위한 게임라이팅 일반론
뉴비라이터를 위한 게임라이팅 일반론뉴비라이터를 위한 게임라이팅 일반론
뉴비라이터를 위한 게임라이팅 일반론
 
[NDC2019] 전소현&장기은 - 시나리오 기획자는 대사만 잘쓰면 되는 거 아닌가요? ㅇㅅㅇ
[NDC2019] 전소현&장기은 - 시나리오 기획자는 대사만 잘쓰면 되는 거 아닌가요? ㅇㅅㅇ[NDC2019] 전소현&장기은 - 시나리오 기획자는 대사만 잘쓰면 되는 거 아닌가요? ㅇㅅㅇ
[NDC2019] 전소현&장기은 - 시나리오 기획자는 대사만 잘쓰면 되는 거 아닌가요? ㅇㅅㅇ
 
[IGC2018] 캡콤 토쿠다 유야 - 몬스터헌터 월드의 게임 컨셉과 레벨 디자인
[IGC2018] 캡콤 토쿠다 유야 - 몬스터헌터 월드의 게임 컨셉과 레벨 디자인[IGC2018] 캡콤 토쿠다 유야 - 몬스터헌터 월드의 게임 컨셉과 레벨 디자인
[IGC2018] 캡콤 토쿠다 유야 - 몬스터헌터 월드의 게임 컨셉과 레벨 디자인
 
[NDC 2021] 게임 PD가 되어 보니
[NDC 2021] 게임 PD가 되어 보니[NDC 2021] 게임 PD가 되어 보니
[NDC 2021] 게임 PD가 되어 보니
 
게임 기획자의 생존 전략
게임 기획자의 생존 전략게임 기획자의 생존 전략
게임 기획자의 생존 전략
 

En vedette

Motivating Player in Open Worlds
Motivating Player in Open WorldsMotivating Player in Open Worlds
Motivating Player in Open WorldsJoel Burgess
 
[게임은문화다] 게임을 바라보는 다섯 개의 나 (강임성,게임디자이너)
[게임은문화다] 게임을 바라보는 다섯 개의 나 (강임성,게임디자이너)[게임은문화다] 게임을 바라보는 다섯 개의 나 (강임성,게임디자이너)
[게임은문화다] 게임을 바라보는 다섯 개의 나 (강임성,게임디자이너)GAMENEXT Works
 
Game system design using Table
Game system design using TableGame system design using Table
Game system design using TableDavid Byun
 
GDC2011 - Motivating Players in Open Worlds
GDC2011 - Motivating Players in Open WorldsGDC2011 - Motivating Players in Open Worlds
GDC2011 - Motivating Players in Open WorldsJoel Burgess
 
GDC2011 - Level Design: The Design Conduit
GDC2011 - Level Design: The Design ConduitGDC2011 - Level Design: The Design Conduit
GDC2011 - Level Design: The Design Conduitthrmoptc
 
Storytelling - A Compelling Design Tool
Storytelling - A Compelling Design ToolStorytelling - A Compelling Design Tool
Storytelling - A Compelling Design ToolDorelle Rabinowitz
 
The Designers Duty
The Designers DutyThe Designers Duty
The Designers DutyJon Dascola
 
GDC 2011 Level Design in a Day. Summary & Introduction: Coray Seifert, Senior...
GDC 2011 Level Design in a Day. Summary & Introduction: Coray Seifert, Senior...GDC 2011 Level Design in a Day. Summary & Introduction: Coray Seifert, Senior...
GDC 2011 Level Design in a Day. Summary & Introduction: Coray Seifert, Senior...LevelDesign InADay
 
Bethesda's Iterative Level Design Process for Skyrim and Fallout 3
Bethesda's Iterative Level Design Process for Skyrim and Fallout 3Bethesda's Iterative Level Design Process for Skyrim and Fallout 3
Bethesda's Iterative Level Design Process for Skyrim and Fallout 3Joel Burgess
 
해 싱(Hashing)
해     싱(Hashing)해     싱(Hashing)
해 싱(Hashing)KimKyungKun
 
GDC 2016: A Brief Introduction to the Current Market Landscape
GDC 2016: A Brief Introduction to the Current Market LandscapeGDC 2016: A Brief Introduction to the Current Market Landscape
GDC 2016: A Brief Introduction to the Current Market LandscapeYI-HONG LI
 
Space Ape's Analytics Stack
Space Ape's Analytics StackSpace Ape's Analytics Stack
Space Ape's Analytics StackSimon Hade
 
5x revenues - Live Ops wisdom from the Asian games industry
5x revenues - Live Ops wisdom from the Asian games industry5x revenues - Live Ops wisdom from the Asian games industry
5x revenues - Live Ops wisdom from the Asian games industryLeonard Frankel
 
멀티플레이 레벨 디자인의 10가지 팁
멀티플레이 레벨 디자인의 10가지 팁멀티플레이 레벨 디자인의 10가지 팁
멀티플레이 레벨 디자인의 10가지 팁용태 이
 
Life After Launch: How to Grow Mobile Games with In-Game Events
Life After Launch: How to Grow Mobile Games with In-Game EventsLife After Launch: How to Grow Mobile Games with In-Game Events
Life After Launch: How to Grow Mobile Games with In-Game EventsSimon Hade
 
Effective LiveOps Strategies for F2P Games
Effective LiveOps Strategies for F2P GamesEffective LiveOps Strategies for F2P Games
Effective LiveOps Strategies for F2P GamesJames Gwertzman
 
ECGC 2015 - Level design like an architect
ECGC 2015 - Level design like an architect ECGC 2015 - Level design like an architect
ECGC 2015 - Level design like an architect Christopher Totten
 
Game Development with Unity
Game Development with UnityGame Development with Unity
Game Development with Unitydavidluzgouveia
 

En vedette (20)

Motivating Player in Open Worlds
Motivating Player in Open WorldsMotivating Player in Open Worlds
Motivating Player in Open Worlds
 
6.테이블만들기
6.테이블만들기6.테이블만들기
6.테이블만들기
 
[게임은문화다] 게임을 바라보는 다섯 개의 나 (강임성,게임디자이너)
[게임은문화다] 게임을 바라보는 다섯 개의 나 (강임성,게임디자이너)[게임은문화다] 게임을 바라보는 다섯 개의 나 (강임성,게임디자이너)
[게임은문화다] 게임을 바라보는 다섯 개의 나 (강임성,게임디자이너)
 
Game system design using Table
Game system design using TableGame system design using Table
Game system design using Table
 
Pursuing elegance
Pursuing elegancePursuing elegance
Pursuing elegance
 
GDC2011 - Motivating Players in Open Worlds
GDC2011 - Motivating Players in Open WorldsGDC2011 - Motivating Players in Open Worlds
GDC2011 - Motivating Players in Open Worlds
 
GDC2011 - Level Design: The Design Conduit
GDC2011 - Level Design: The Design ConduitGDC2011 - Level Design: The Design Conduit
GDC2011 - Level Design: The Design Conduit
 
Storytelling - A Compelling Design Tool
Storytelling - A Compelling Design ToolStorytelling - A Compelling Design Tool
Storytelling - A Compelling Design Tool
 
The Designers Duty
The Designers DutyThe Designers Duty
The Designers Duty
 
GDC 2011 Level Design in a Day. Summary & Introduction: Coray Seifert, Senior...
GDC 2011 Level Design in a Day. Summary & Introduction: Coray Seifert, Senior...GDC 2011 Level Design in a Day. Summary & Introduction: Coray Seifert, Senior...
GDC 2011 Level Design in a Day. Summary & Introduction: Coray Seifert, Senior...
 
Bethesda's Iterative Level Design Process for Skyrim and Fallout 3
Bethesda's Iterative Level Design Process for Skyrim and Fallout 3Bethesda's Iterative Level Design Process for Skyrim and Fallout 3
Bethesda's Iterative Level Design Process for Skyrim and Fallout 3
 
해 싱(Hashing)
해     싱(Hashing)해     싱(Hashing)
해 싱(Hashing)
 
GDC 2016: A Brief Introduction to the Current Market Landscape
GDC 2016: A Brief Introduction to the Current Market LandscapeGDC 2016: A Brief Introduction to the Current Market Landscape
GDC 2016: A Brief Introduction to the Current Market Landscape
 
Space Ape's Analytics Stack
Space Ape's Analytics StackSpace Ape's Analytics Stack
Space Ape's Analytics Stack
 
5x revenues - Live Ops wisdom from the Asian games industry
5x revenues - Live Ops wisdom from the Asian games industry5x revenues - Live Ops wisdom from the Asian games industry
5x revenues - Live Ops wisdom from the Asian games industry
 
멀티플레이 레벨 디자인의 10가지 팁
멀티플레이 레벨 디자인의 10가지 팁멀티플레이 레벨 디자인의 10가지 팁
멀티플레이 레벨 디자인의 10가지 팁
 
Life After Launch: How to Grow Mobile Games with In-Game Events
Life After Launch: How to Grow Mobile Games with In-Game EventsLife After Launch: How to Grow Mobile Games with In-Game Events
Life After Launch: How to Grow Mobile Games with In-Game Events
 
Effective LiveOps Strategies for F2P Games
Effective LiveOps Strategies for F2P GamesEffective LiveOps Strategies for F2P Games
Effective LiveOps Strategies for F2P Games
 
ECGC 2015 - Level design like an architect
ECGC 2015 - Level design like an architect ECGC 2015 - Level design like an architect
ECGC 2015 - Level design like an architect
 
Game Development with Unity
Game Development with UnityGame Development with Unity
Game Development with Unity
 

Similaire à Level Design Workshop - GDC China 2012

Aft 157 design process project -iii
Aft 157 design process project -iiiAft 157 design process project -iii
Aft 157 design process project -iiiKrishn Verma
 
Visual tools and innovation games workshop - sp fest chicago - dec 2014
Visual tools and innovation games   workshop - sp fest chicago - dec 2014Visual tools and innovation games   workshop - sp fest chicago - dec 2014
Visual tools and innovation games workshop - sp fest chicago - dec 2014Ruven Gotz
 
Visual Tools and Innovation Games Wworkshop - SharePoint Fest Chicago - Dec ...
Visual Tools and Innovation Games  Wworkshop - SharePoint Fest Chicago - Dec ...Visual Tools and Innovation Games  Wworkshop - SharePoint Fest Chicago - Dec ...
Visual Tools and Innovation Games Wworkshop - SharePoint Fest Chicago - Dec ...Michelle Caldwell, PSM, SSGB
 
BiowareDesignDoc.ppt
BiowareDesignDoc.pptBiowareDesignDoc.ppt
BiowareDesignDoc.pptHonggangMan
 
Procedural Processes - Lessons Learnt from Automated Content Generation in "E...
Procedural Processes - Lessons Learnt from Automated Content Generation in "E...Procedural Processes - Lessons Learnt from Automated Content Generation in "E...
Procedural Processes - Lessons Learnt from Automated Content Generation in "E...Luke Dicken
 
Visual tools and Innovation Games Workshop - SharePointalooza- sept 2014 -as ...
Visual tools and Innovation Games Workshop - SharePointalooza- sept 2014 -as ...Visual tools and Innovation Games Workshop - SharePointalooza- sept 2014 -as ...
Visual tools and Innovation Games Workshop - SharePointalooza- sept 2014 -as ...Michelle Caldwell, PSM, SSGB
 
Visual Tools and Innovation Games - full day workshop - dev intersections - n...
Visual Tools and Innovation Games - full day workshop - dev intersections - n...Visual Tools and Innovation Games - full day workshop - dev intersections - n...
Visual Tools and Innovation Games - full day workshop - dev intersections - n...Michelle Caldwell, PSM, SSGB
 
PlatinumGames and Hansoft - the Road to Agility
PlatinumGames and Hansoft - the Road to AgilityPlatinumGames and Hansoft - the Road to Agility
PlatinumGames and Hansoft - the Road to AgilityHansoft AB
 
Visual tools and innovation games workshop - SPTechCon - Apr 2014
Visual tools and innovation games workshop - SPTechCon - Apr 2014Visual tools and innovation games workshop - SPTechCon - Apr 2014
Visual tools and innovation games workshop - SPTechCon - Apr 2014Ruven Gotz
 
Pair Programming Styles
Pair Programming StylesPair Programming Styles
Pair Programming StylesAttila Bertók
 
SPTechCon 2014 San Francisco Visual Tools and Gamestorming Workshop
SPTechCon 2014 San Francisco Visual Tools and Gamestorming WorkshopSPTechCon 2014 San Francisco Visual Tools and Gamestorming Workshop
SPTechCon 2014 San Francisco Visual Tools and Gamestorming WorkshopMichelle Caldwell, PSM, SSGB
 
Level Design Course Intro and Assingnts
Level Design Course Intro and AssingntsLevel Design Course Intro and Assingnts
Level Design Course Intro and AssingntsPetri Lankoski
 
Jeff Lopez - To Affinity and Beyond
Jeff Lopez - To Affinity and BeyondJeff Lopez - To Affinity and Beyond
Jeff Lopez - To Affinity and BeyondAgile Impact
 

Similaire à Level Design Workshop - GDC China 2012 (20)

TJD_2023_Lab_06.pptx
TJD_2023_Lab_06.pptxTJD_2023_Lab_06.pptx
TJD_2023_Lab_06.pptx
 
GDTK
GDTKGDTK
GDTK
 
Aft 157 design process project -iii
Aft 157 design process project -iiiAft 157 design process project -iii
Aft 157 design process project -iii
 
U72 lesson 08
U72 lesson 08U72 lesson 08
U72 lesson 08
 
U72 lesson 08
U72 lesson 08U72 lesson 08
U72 lesson 08
 
Visual tools and innovation games workshop - sp fest chicago - dec 2014
Visual tools and innovation games   workshop - sp fest chicago - dec 2014Visual tools and innovation games   workshop - sp fest chicago - dec 2014
Visual tools and innovation games workshop - sp fest chicago - dec 2014
 
Visual Tools and Innovation Games Wworkshop - SharePoint Fest Chicago - Dec ...
Visual Tools and Innovation Games  Wworkshop - SharePoint Fest Chicago - Dec ...Visual Tools and Innovation Games  Wworkshop - SharePoint Fest Chicago - Dec ...
Visual Tools and Innovation Games Wworkshop - SharePoint Fest Chicago - Dec ...
 
Game Designer's Journey
Game Designer's JourneyGame Designer's Journey
Game Designer's Journey
 
BiowareDesignDoc.ppt
BiowareDesignDoc.pptBiowareDesignDoc.ppt
BiowareDesignDoc.ppt
 
Procedural Processes - Lessons Learnt from Automated Content Generation in "E...
Procedural Processes - Lessons Learnt from Automated Content Generation in "E...Procedural Processes - Lessons Learnt from Automated Content Generation in "E...
Procedural Processes - Lessons Learnt from Automated Content Generation in "E...
 
Visual tools and Innovation Games Workshop - SharePointalooza- sept 2014 -as ...
Visual tools and Innovation Games Workshop - SharePointalooza- sept 2014 -as ...Visual tools and Innovation Games Workshop - SharePointalooza- sept 2014 -as ...
Visual tools and Innovation Games Workshop - SharePointalooza- sept 2014 -as ...
 
Visual Tools and Innovation Games - full day workshop - dev intersections - n...
Visual Tools and Innovation Games - full day workshop - dev intersections - n...Visual Tools and Innovation Games - full day workshop - dev intersections - n...
Visual Tools and Innovation Games - full day workshop - dev intersections - n...
 
PlatinumGames and Hansoft - the Road to Agility
PlatinumGames and Hansoft - the Road to AgilityPlatinumGames and Hansoft - the Road to Agility
PlatinumGames and Hansoft - the Road to Agility
 
Visual tools and innovation games workshop - SPTechCon - Apr 2014
Visual tools and innovation games workshop - SPTechCon - Apr 2014Visual tools and innovation games workshop - SPTechCon - Apr 2014
Visual tools and innovation games workshop - SPTechCon - Apr 2014
 
Pair Programming Styles
Pair Programming StylesPair Programming Styles
Pair Programming Styles
 
SPTechCon 2014 San Francisco Visual Tools and Gamestorming Workshop
SPTechCon 2014 San Francisco Visual Tools and Gamestorming WorkshopSPTechCon 2014 San Francisco Visual Tools and Gamestorming Workshop
SPTechCon 2014 San Francisco Visual Tools and Gamestorming Workshop
 
Level Design Course Intro and Assingnts
Level Design Course Intro and AssingntsLevel Design Course Intro and Assingnts
Level Design Course Intro and Assingnts
 
Jeff Lopez - To Affinity and Beyond
Jeff Lopez - To Affinity and BeyondJeff Lopez - To Affinity and Beyond
Jeff Lopez - To Affinity and Beyond
 
Jeff Lopez - To Affinity and Beyond
Jeff Lopez - To Affinity and BeyondJeff Lopez - To Affinity and Beyond
Jeff Lopez - To Affinity and Beyond
 
Editing your Doc
Editing your DocEditing your Doc
Editing your Doc
 

Level Design Workshop - GDC China 2012

  • 1. Level Design Workshop 2012 Matthew Scott Valve Software Joel Burgess Bethesda Game Studios Steve Gaynor The Fullbright Company
  • 2. Meet the Presenters •Steve Gaynor, The Fullbright Company
  • 3.
  • 4. Meet the Presenters •Matthew Scott, Valve Software
  • 5.
  • 6. Meet the Presenters •Joel Burgess, Bethesda Game Studios
  • 7.
  • 8. About Our Backgrounds • Our Experience is primarily with: – First Person Games – Exploration Focus – Narrative Techniques – Shooters and Role-playing Games • We do not have Experience With: – Free-to-Play Games/Services – Mobile Games – RTS/Puzzle/other Genres of game
  • 9. What to Expect Today • Applicable Concepts & Techniques – How? • Seek Common Level Design Ground • Share Insights from Our Experience • Present Lessons w/Broad Usefulness
  • 10. General Structure • Core Concepts We’ll Focus On – Broad Definition of Level Design • Define a Common Language – Layout Techniques • Guide for Physical Playspaces – Pacing & Encounter Design • Populating Levels – Narrative & Environmental Storytelling • Achieving Deeper Meaning
  • 11. Workshop Schedule 9:30-9:45 Speaker Introductions, Overview of the Day 9:45-10:30 Section I: Components of Level Design 10:30-11:30 Section II: Layout Primer & Best practice tips 11:30-12:00 Pre-lunch Q&A Lunch Break 1:30-1:45 Reconvene and afternoon overview 1:45-2:45 Section III: Level Population. Encounters, Pickups, Puzzles, Reveals, etc. 2:45-3:15 Section IV: Pacing, Balance, Flow - Next step of Population 3:15-3:30 Afternoon Q&A Coffee Break 4:00-4:15 Reconvene, Final session overview 4:15-4:45 Section V: Narrative Overview - Role of LD as storyteller 4:45-5:45 Section VI: Narrative without words, Environmental storytelling. 5:45-6:00 Wrap-up and Final Q&A
  • 12. Level Design Workshop 2012 Section One: Components of Level Design
  • 14. Defining Level Design • Broadly defined discipline • Needs change per studio/project/genre – Often one face of a multi-role job – Not a universally agreed-upon term
  • 15. ? Level Design Single-player ? ?
  • 17. One Language, Many Dialects • Discuss Level Design in Broad Terms – Seek Common Ground – Extrapolate from Specifics to Generalities – Find Lessons We Can Apply to Our Work • So – What is a Level, really?
  • 18. Defining Level Design Levels are the space in which player actions happen • By this definition, every* game has levels • Role of Level Designer varies by: – Game/Genre/Perspective – Technology – Team Culture – Designer Skillset *Probably
  • 19.
  • 20.
  • 21.
  • 22.
  • 23.
  • 24.
  • 25.
  • 26.
  • 27.
  • 28.
  • 29. Level Design is… • Level Design is defined by your game • Your level design can define your game • Your role? Whatever it needs to be.
  • 30. ROLE OF A LEVEL DESIGNER
  • 31. Level Design Job #1 Create Circumstances which invite players to engage in the activities the game models well • Showcase the art, code and systems – Duty to the Team and Game • Build Player Trust – Duty to the Player
  • 32. Universal Design Concerns • Concerned with physical space – Aesthetic Component • Conduit between Player and Mechanics – Psychological Component
  • 33. Level Design Aesthetics • Level Design != Creating Art Assets – Though it is tied up very much with this! – Level Designers Can be Non-Artist Developers • Level Design Thrives on Visual Composition – As Opposed to Visual Finish • Levels are Art In Motion – Gameplay is rarely visually static
  • 34. Level Design Psychology • Understanding Player Emotional State – Catering to Play Styles – Meeting Expectations • Gameplay As Active Expression • Level Design As Player Collaboration • A Predictive Discipline – Building Systems And Circumstances – Designer/Player Authorship Relationship
  • 36. Core Concepts • Layout – Morning Session (Joel) – Understanding How We React to Space – The Many Approaches to Layout
  • 37. Core Concepts • Gameplay & Pacing – Afternoon (Matt) – Defining Gameplay Goals – Understanding and Use of Pacing
  • 38. Core Concepts • Narrative – Late Afternoon (Steve) – The Many ways Level Design Tells Stories – Explicit, Implied and Environmental
  • 39. Level Design Workshop 2012 Section Two: Layout Fundamentals
  • 40. THE ROLE OF LAYOUT
  • 41. Layout & Mechanics • Mechanics: Player’s Verb Set • Layout: Space Conducive to those Verbs A sandbox is a very Simple layout for Playing w/Sand
  • 42. Do Games Require Layout? • Some Mechanics-Driven Games Do Not
  • 43. When Does Layout Matter? • Any game in which physical space impacts the player activity
  • 45. More Than “Just A Map”
  • 46. Layout is a Statement • Invite and Encourage Player Behavior • Layout is a powerful statement about what your game is, and how you suggest players best enjoy it.
  • 48. Level Flow • Flow: The Rhythm at which a player moves through and experiences a level • This is very much tied up with Layout and Pacing • Flow will underscore and enforce overall pace of the game
  • 49.
  • 50.
  • 51. Layout As Teacher • Layout can be an effective, natural tutorial • Create scenarios in which player must use a specific, core technique to advance
  • 52.
  • 53. Too High To Jump Dead End Too Small To Fit
  • 55. Locked Door Weighted Cubes Pressure Plate Button
  • 56. Weighted Cube + Pressure Plate Door Opens!
  • 57. Layering • Introduce Rules/Mechanics in Isolation – Remove Distractions – Remove Challenges • Layering Duress – Physical Circumstance (Layout) – Combine w/Mechanics (Such as Enemies) – Time Pressure (Use Sparingly)
  • 59.
  • 60. Layout as Preview • Show currently-inaccessible areas • Telegraph Gameplay Expectations • Draw on Desire to explore
  • 64. Layout as Composition • Good Level Designers can be terrible at painting a picture… • But great at composing one. • Rules of Visual Composition Apply to Level Design
  • 65. Rule of Thirds • In Visual Art, it’s a guide for framing elements within a composition • In layout, serves as a loose guideline • Useful for composing reveals • Emphasize Planes of Play • Tool for avoiding symmetry
  • 66.
  • 67. Fibonacci Sequence 0, 1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144…
  • 68. Applications of Fibonacci • Visual Reveals • Planes of Play • Potential Pacing Usefulness – Handy Yardstick for analysis – Less so as a planning tool
  • 71.
  • 72. Paper Planning + Familiar & Comfortable + Rapid and Flexible - Difficult to Express 3D space - Disposable
  • 74.
  • 75. Graybox Blockout + Playable Fast + Minimize Distracting Context - Tech Heavy
  • 77.
  • 78.
  • 79. Kit Roughing + 1:1 relationship w/Final Space + Very Quickly Playable - Requires Art - Rigidity
  • 80. Iteration is Key • No Matter What Your Preferred Approach: – Keep yourself Flexible – Constantly Re-evaluate layout – Test, Observe, Test, Observe, Change • Layout is the Bedrock of your Level – So take time to get it right
  • 83.
  • 84. Straight-On - Little Player Choice Available - Handkerchief Design + High Level of Authorship
  • 86.
  • 87. Re-Tread + “The Oblivion Problem” + Difficult to make Re-Tread Interesting - Few Reusable Options/State Changes
  • 89.
  • 90. One-Way Loopback • Minimizes the Re-Tread Problem • Choosing Meet Point is Tricky • Can Seem Contrived
  • 92.
  • 93. Branching Chokepoint • Good Emphasis on Player Choice • Scope Control: Chokepoint & Edge Cases • Choices can feel Illusory
  • 95.
  • 96. Swiss-Cheese Approach • High Emphasis on Player Choice • Less Design Control of early experience • Scope Bloat: Handling multiple Paths
  • 99.
  • 100. Hub and Spoke • Efficient: Highly Reused Hub Space • Hub Can Become Dull/Repetitive • Spokes Not Reusable
  • 101. Gated Hub    
  • 102.
  • 103.
  • 106. Decision Stacking ? ? ? ? 
  • 107. Pickups & Flow Disruption -- 
  • 109. Mixing Bowls  ? 
  • 112. Level Design Workshop 2012 Section Three: Pacing
  • 113. PART I: A primer on pacing
  • 114. How can we use pacing in game development? • Pacing is a tool for keeping the player interested in your game. It can be used to convey certain emotions to players, and also helps control impact of events to the player. 3
  • 115. How can we use pacing in game development? • Pacing goes by many names: flow, rhythm, tempo, groove, etc. 3
  • 116. How can we use pacing in game development? • Useful to visualize pacing in graph form. 3
  • 117. Pacing for the scope of this talk 4
  • 119. Pacing and Player Motivation •The carrot and stick. •Static carrot positioning vs dynamic. 7
  • 120. Pacing and Player Motivation • To entice players to continue playing, they need certain incentives. These can be items, story elements, shiny stuff, some little nugget to keep them going. 6
  • 121. Pacing and Player Motivation 6
  • 122. Pacing and Player Motivation 6
  • 123. WHERE TO BEGIN: SIMPLIFY THE PROBLEM
  • 124. Where do we start? • Breaking down pacing into its components. 10
  • 125. Breaking down the problem • In animation, shots and story moments are broken down into smaller units called "beats". These beats are useful in timing out important story or character development points. 11
  • 126. Breaking down the problem • Should the beats happen too frequently, viewers can get overwhelmed and lose track of whats going on. Too infrequently and they get bored. 12
  • 127. Breaking down the problem • You can draw in the viewers by changing the type and frequency of these beats. 13
  • 128. Breaking down the problem •In games we can use this methodology to design interesting gameplay experiences. For us, these beats can range from things as simple as a small health boost to something as big as a boss fight. 14
  • 129. 14
  • 130. LOOKING AT IT DIFFERENTLY
  • 131. Another way of approaching the problem • pacing in musical terms. 15
  • 132. Another way of approaching the problem • The Jaws theme is a great example of the power of pacing. 17
  • 133.
  • 134. Another way of approaching the problem • It is conceptually simple, a pattern of notes that repeats. 18
  • 135. Another way of approaching the problem •What makes piece so powerful is the way that pattern repeats. The increased tempo, added flourishes, these all add to increase tension in the listener. 19
  • 136. Another way of approaching the problem 19
  • 137. Another way of approaching the problem • Examples in video games 20
  • 138.
  • 139.
  • 140. HOW TO BEGIN: SPEAK THE SAME LANGUAGE
  • 141. The importance of developing a shared vocabulary: • When working with a team, it can be difficult to communicate clearly to each other. 25
  • 142. The importance of developing a shared vocabulary: • The more people, the more possibility for divergent ideas of what you're talking about. 25
  • 143. The importance of developing a shared vocabulary: • To unify the group's vision, develop a shared language for elements of your level/game. 25
  • 144. The importance of developing a shared vocabulary: •During HL2's development, the team had a way of talking about pacing where they were able to generalize the entire game into a few basic components: Combat, Puzzle, Exploration, Choreography, and Vista. 26
  • 145. The importance of developing a shared vocabulary: •Developing this shared vocabulary meant they were able to describe fairly abstract gameplay scenarios in very concrete ways. 27
  • 146. The importance of developing a shared vocabulary: •This has become common practice at Valve and has allowed us to have more grounded discussions on how to design and iterate our levels as well discuss the game at large. 28
  • 148. Defining HL2's pacing elements. Here are the elements the Half Life 2 team used to describe their game: – Combat – Puzzle – Exploration – Choreography – Vista 29
  • 149. Defining HL2's pacing elements. • Combat - describes any time a player is engaged in a fight. 30
  • 150. Defining HL2's pacing elements. • Exploration - a term for the player traversing the environment, not actively engaged in solving a puzzle and not in combat. 31
  • 151. Defining HL2's pacing elements. •Puzzle - player is faced with a challenge they must overcome before they can progress. 32
  • 152. Defining HL2's pacing elements. •Puzzles are a great way to introduce new gameplay mechanics because they allow the player to learn in a pressure-free environment. 32
  • 153. Defining HL2's pacing elements. •In Half-Life 2, the teeter-totter teaches players to think of physics as a game mechanic, not just a visual flourish. 32
  • 154.
  • 155. Defining HL2's pacing elements. • Choreo - short for choreography. These encompass animated scenes ranging from the interactive scenes in Eli's lab to completely animated scenes like Dog v Strider. We mainly use Choreo for story exposition. 34
  • 156.
  • 157. Defining HL2's pacing elements. • Vista - a Vista is an area of visual interest to the player. We expect players to stop and check this area out. 36
  • 158.
  • 159. Defining HL2's pacing elements. • I really like these generalizations because you can simplify almost any game using these elements. • Its all about thinking of these elements in context. 55
  • 160. ANATOMY OF A LEVEL: HL2: Episode 2
  • 161. Anatomy of a level: White Forest Inn • HL2: Ep2: White Forest Inn 38
  • 162. Anatomy of a level: White Forest Inn •When planning a new level, one of the first questions we try to answer is: Where does this fit in relation to the previous and prior maps? 39
  • 163. Anatomy of a level: HL2: Ep2: White Forest Inn •The White Forest Inn map serves to give the player a break from driving. 40
  • 164. Anatomy of a level: HL2: Ep2: White Forest Inn • We could have solved "driving-fatigue" by shortening the trip to the White Forest base, but that would have reduced the anticipation and importance of the dangerous journey to the Base. 41
  • 165. Anatomy of a level: HL2: Ep2: White Forest Inn •Pacing your level is a balancing act. 42
  • 166. Anatomy of a level: HL2: Ep2: White Forest Inn •If a combat section is too long it can become stagnant and boring. 43
  • 167. Anatomy of a level: HL2: Ep2: White Forest Inn • We observed new players going through our content every week and began to see patterns as to what keeps the player engaged and motivated to progress through the game. 44
  • 168. Anatomy of a level: HL2: Ep2: White Forest Inn • Since we had so much data we were able to tightly iterate on the game's pacing. 45
  • 169. Level Deconstruction • To analyze levels that you think “work”, break them down into smaller pieces. Try to find the unique components and identify why and when they are used. 46
  • 170. Level Deconstruction • In this example we will analyze this level's pacing by breaking down the level into the individual elements I mentioned earlier. 47
  • 171. 48
  • 172. Anatomy of a level: HL2: Ep2: White Forest Inn • Now lets take a closer look and categorize whats going on. 49
  • 173. 48
  • 174. Anatomy of a level: HL2: Ep2: White Forest Inn • Look at it a different way, breaking the level into its individual elements on a timeline representing % of level makeup or % of time spent in level. 50
  • 175. Anatomy of a level: HL2: Ep2: White Forest Inn 51
  • 176. Anatomy of a level: HL2: Ep2: White Forest Inn 51
  • 177. Anatomy of a level: HL2: Ep2: White Forest Inn 51
  • 178. Anatomy of a level: HL2: Ep2: White Forest Inn 51
  • 179. TUNING THE PACE OF YOUR LEVEL
  • 180. Getting down to details • Now that we've talked about some of the main elements of pacing a Half-Life level, lets talk about the moment to moment gameplay within those elements. 72
  • 181. Getting down to details • I like to think of pacing as a graph of frequency vs intensity. 73
  • 182. Using Item placement as "beats" • Items can be used as "beats" in your level. 80
  • 183. Using Item placement as "beats" • Item importance can be influenced by pacing. 80
  • 185. A note on playtesting: • During Episode 2's development, every week we brought in a random volunteer from outside the company to play the game while we observed. 76
  • 186. A note on playtesting: • Observing a playtest is a very direct way to collect data on payer engagement within each part of your level. We'd observe player behavior, take notes, and interview the player afterward. 77
  • 187. A note on playtesting: • Playtesting isn't just a useful for finding bugs, it is critical to tuning the pacing of your game. 78
  • 188. A note on playtesting: • When self-testing, play as a new player. • We tend to naturally get bored and either screw around or shift our attention to other things. 79
  • 190. Transitioning between elements • Combat • Choreo/cinematic • Exploration • Puzzles. 81
  • 191. Transitioning between elements • Combat is one of the most intense in regards to player engagement. 82
  • 192. Transitioning between elements • Choreographed scenes/cinematics - depending on their placement, they're a good bridge between other types. 83
  • 193. Transitioning between elements • Exploration - usually more less intense than combat scenarios 84
  • 194. Transitioning between elements • Puzzles - mentally taxing. 85
  • 196. Battling player fatigue • Combat sequences • Introduce a new method of fighting: new enemy type, new weapon type, traps, remove weapons, change enemy composition, change AI behavior, interrupt the fight with a beat of a different type ( puzzle, choreo, vista, etc) 86
  • 197. Battling player fatigue • Exploration • Introduce small combat segment! (hl2 would use manhacks, spy cameras, etc.) • new method of traversing through previously traversed levels ( dishonored, shadow complex ) 87
  • 198. Battling player fatigue • Puzzle • Give the player a break, transition to another element. • Introduce time pressure ( stop the bomb!) • Combat - use sparingly. Introducing combat is adding another layer of complexity for the player. Sometimes it becomes too frustrating, and the player quits. 88
  • 199. Battling player fatigue • Choreo • Combat - this is a powerful combination due to the players expectations to let their guard down during choreo/cutscenes. • Break up your story points and place in shorter sequences. 88
  • 200. CASE STUDY: LEFT 4 DEAD
  • 201. Pacing Left 4 Dead • Since the Left 4 Dead franchise is largely devoid of puzzles, choreo, and designed to be infinitely re-playable, trying to pace the game became a challenge. 63
  • 202. Pacing Left 4 Dead • The elements Left 4 Dead succeeds at are Exploration and Combat. 64
  • 203. LEFT 4 DICTIONARY Develop a shared vocabulary
  • 204. Develop a common vocabulary • In the early days of Left 4 Dead 2, a group of us played the original L4D, logging our "awesome" or "fun" moments during playtests. • We made notes of both the level's geometry and the Director's behavior. 60
  • 205. The Left 4 Dictionary • Through our notes, we saw patterns of fun environmental segments and Director behaviors. We developed terms like Zombie Rain, Funnel-In, Finales, Crescendo Event, Death Closet. 66
  • 206. The Left 4 Dictionary • We would find interesting combinations and use a sentence like "Wide Open Top to Funnel-In to Single-File with Open Top" to describe something as conceptually simple as a parking lot leading to an alley that is between tall buildings. 67
  • 207. The Left 4 Dictionary 69
  • 208. The Left 4 Dictionary 69
  • 209. Additional Level Terminology • "The Flow" - main route from starting safe room to the exit. 70
  • 210. Additional Level Terminology • Capillaries - side paths off the main flow. • Useful for item placement 70
  • 211. Additional Level Terminology • Crescendo Event - high intensity combat challenge. • Highest impact event in level. 70
  • 212. Additional Level Terminology • Finale - highest intensity combat challenge in the entire campaign. 70
  • 213. LEFT 4 DEAD PACING FOR REPLAYABILITY
  • 214. Pacing Left 4 Dead • Replayability - why should we design games to be replayable? • "static" games vs "dynamic" games. 64
  • 215. Pacing Left 4 Dead • What should we change per play session? 64
  • 216. What did we change? • Enemy spawning - variable positions, variable types • Item spawning - fixed positions, variable type 64
  • 217. What we didn't change • Map layout • Basic campaign events like crescendo events and finales 64
  • 218. LEFT 4 DEAD: THE DIRECTOR
  • 219. The Director • Dynamically influences the pace of the game by analyzing and responding to player behavior 64
  • 220. The Director • Micromanages enemy and item spawning to tailor this specific play experience for this specific group of players. 64
  • 222. Impact of The Director • The Director has been personified by players. • A main "character" in the franchise. 64
  • 224. Level Design Workshop 2012 Section Five: Level Designer As Storyteller
  • 226. Player Stories • Every time a level is played, a story is told. • The player's experience of playing through the level-- what happened to THEM-- is that story.
  • 228. Inherent Storytelling • The story is told through a variety of means – player's interactions with the game's mechanics – exploration of the environment – observation of the scripted story elements. • But each player's experience of this level's story is different.
  • 229. Inherent Storytelling • It is the level designer's job to define the possibilities of what a level's story might be. • In some games, most players' stories will be nearly identical; in others all will be very different. • But in each case it's up to the level designer to determine the bounds of the experience.
  • 231. What tools does a level designer have at their disposal to define the possibilities of the level's story? • Layout/flow • Mechanical population • Environment art • In-world scripting/voice • Cutscenes
  • 232. Storytelling Tools • All of the above can play important roles in telling the story of a level. However: – What kind of story does your level need to tell? – Which of these tools will provide the most efficient way of telling this story? • This will determine the level's scope.
  • 233. Types of Story • Gameplay story • Environmental story • Scripted story • Super Metroid Example Contains All Three
  • 235. Super Metroid – Gameplay Story “I navigated by running, jumping and shooting, then encountered a huge monster and fought against it, but it was too powerful for me. I then rushed through hazards to escape the space station before it exploded.”
  • 236. Super Metroid – Environmental Story “The base was deserted, all the scientists were dead, and the dangerous specimen was missing from its containment unit.”
  • 237. Super Metroid – Scripted Story “The monster stole the specimen and flew away with it, causing the space station to enter destruct mode. I escaped in my spaceship just in the nick of time, moments before the space station exploded.”
  • 238. Gameplay Story • Most important story to get across – (from design perspective) • Teach Player What Abilities Exist • Consistency = Trust • If any player completes this level without understanding this story, they also walk away with an incomplete understanding of their role as the player of the game.
  • 239. Gating • Mandatory mechanical elements must be gated. – Running solves itself – Jumping is similarly straightforward – Shooting is slightly more complex Can't rely on player shooting during boss fight. Doors only open when shot.
  • 240. Beyond Tutorials • But this is only one very limited type of Gameplay story: the tutorial. • Gameplay stories can be highly varied and expressive, allowing the player to shape their own experience based on the opportunities provided by the designer.
  • 241. Deus Ex 3: Multiple Paths
  • 242. Varying Gameplay Stories • “I used cover and explosives sweep through the room, killing all of the enemies.” • “I hacked security to fight for me, then snuck away while the enemies were distracted.” • “I used my abilities and cover to sneak through the room without anyone knowing I had been there at all.”
  • 243. By carefully managing the level's layout and the arrangement of gameplay elements within it, the designer can guide the player through one very specific Gameplay story, or present them with a number of possibilities out of which to build their own.
  • 245. Scripted Story • But often a level designer is responsible for presenting a scripted story as well. • This story most often comes from the writer of the game, and is considered “THE STORY” from a reviewer's standpoint. • It is the level designer's job in this case to present the Scripted story as clearly and compellingly as possible.
  • 246. Scripted Story • Scripted story can quickly become very expensive – Cutscenes are the most reliable, and most expensive, method. • Any way in which the designer can express more of the Scripted story in the level itself will benefit the project, and the player experience, as a whole.
  • 247. What elements of Scripted story can live in the level itself? • Voice-over • Character animation • Environment events
  • 248. Scripted Story • Any of these is better integrated into the gameplay-- and less expensive-- than a cutscene • Must be managed along with all the other gameplay elements that the player encounters
  • 250. • Framing – funneling the player's attention via layout • Gameplay mechanics – or lack thereof/minimizing distraction • Staging & lighting – focusing attention visually • Gating – keeping the player from skipping the sequence, if necessary
  • 251. Framing • FRAMING: Using layout to ensure the player is facing the event when it begins, and is able to see it clearly as it proceeds. • Should always occur in the center of the player's screen. • Dog Leg or S-Lock to funnel the player's view
  • 253. Mechanics • Any interactive elements will draw attention away from the Scripted story sequence. • If interactive objects cannot be removed, any effects that highlight them (special effects, particles) should be disabled.
  • 254. STAGING/LIGHTING • Scripted Story is a stageplay. • Lighting and blocking draw the player's attention to the most important elements of the sequence. Spotlighting highlights specific elements Silhouetting isolates specific elements from the surrounding scene.
  • 255.
  • 256. Optional or Non-Optional? • If the player must not be able to skip the sequence, some form of gating is required. • Ideally the resolution of the sequence itself should clear the blockage, allowing the player to move on • Allowing the player to skip the sequence requires additional planning, but allows the player to interact to the game more naturally.
  • 257. Level Design Workshop 2012 Section Six: Environmental Narrative
  • 259. Environmental Storytelling • Exists in the conceptual space between Gameplay and Scripted story • The story that the player deduces from the gameworld itself
  • 260. Environmental Story • Gameplay stories- “what the player does” • Scripted stories - “what the player watches” • Environmental stories - “where the player is”
  • 261.
  • 262. Environmental Meaning • The game's environment constantly surrounds the player. • It communicates meaning, whether the designer intends it to or not. • An environment that has not been carefully considered only communicates its most basic properties
  • 263. * But the environment CAN communicate much more * The cost to do so is generally much lower than Scripted story, and in many cases compared to the Gameplay story.
  • 264.
  • 265. Environmental storytelling is: • Visual • Static • Passive • Optional • Instantaneous • Scalable
  • 266. Latent Story • Decoration that tells a story • The player is free to pay attention to if they want, but is not forced to engage. • What are the practical advantages of Environmental storytelling?
  • 267. Advantages of Env. Storytelling • Inexpensive • Time-Agnostic • Memorable
  • 268.
  • 269. Inexpensive • Don’t require unique game mechanics or heavy bugtesting • Don’t require writing or voice acting or character animation. • Require art assets to be created and placed in specific ways Setup cost, memory cost, but require fewer personnel with shorter pipeline
  • 270. Time-Agnostic • Scripted stories take time, usually in the form of voiceover and animations playing out. Not necessarily a bad thing especially for a first-time player. • But Scripted story is more static than Environmental story Will always take the same amount of time to resolve
  • 271. • Player has no control over duration Can only choose to watch or not • Half-Life 2 lock-in scripted story sequences fail for players who are not naturally invested in the story
  • 272.
  • 273. Time-Agnostic • Environmental stories have no set time span. • Allow the player to expend as much attention on them as the player desires. • Environmental storytelling doesn't pose the risk of pushing the player away by forcing them to sit through content they're not invested in. It drives player engagement.
  • 274. Memorable • Environmental storytelling happens as much in the player's head as it does in the game. Player is deeply invested when they engage with the content. • While all players are shown the same cutscenes and Scripted sequences, the piece of Environmental storytelling that the player discovers themselves is theirs to own, and remember.
  • 275.
  • 277. The Montage Effect • In film, the Montage Effect was pioneered by filmmakers such as Sergei Eisenstein and Lev Kuleshov. The principle states that, with any series of images, a viewer will always assign meaning to a given image based on the image that precedes it.
  • 278.
  • 279. The Montage Effect • Environmental storytelling clusters concepts together • The player observes and imposes a framework of relationships upon them. • The designer works in reverse, setting up an arrangement of elements that the player can reconstruct into the intended story. • Can express a simple, single moment...
  • 281. Example: Gone Home • But Environmental storytelling moments can also cover more time and say more about a character. • Environmental storytelling can express how a character lives, and therefore what kind of person they are.
  • 283. • Environmental storytelling can convey that builds up a character's identity over time.
  • 284. • Lived-in, domestic spaces invite the player to explore and discover more about the characters that live there
  • 286. Staging & Framing • Consider how the player first encounters an Environmental storytelling scene, and how it is lit and presented. • Unlike a Scripted moment, some Environmental storytelling may be off of the critical path Reward for players that explore and want to find more meaning in the game
  • 289. Staging & Framing • With the amount of development investment required for Environmental storytelling, it's much more feasible to allow some players to completely skip some of this type of content. • The players who do find it will feel that much more rewarded.
  • 291. To Graffiti or Not to Graffiti? • One element often found in environmental storytelling is some form of writing. – Graffiti, handwritten notes or clippings from print. • This use of language can be a boon, or a crutch. • Over-reliance on written text can explain to the player exactly what the scene means, instead of letting the player figure it out.
  • 292. Telling instead of showing
  • 293. To Graffiti or Not to Graffiti? • But sometimes text can be applied in such a way that it holds the scene together, giving just enough context for the other elements to have meaning.
  • 295. Einstein’s Razor • Environmental storytelling is primarily visual • Language can help the effect cohere. • “Everything should be made as simple as possible, but no simpler.”
  • 296. In Conclusion • Environmental storytelling is all about maximizing your ability to communicate with players. – Populating the environment with meaningful imagery maximizes the impact of the space the player navigates. – Environmental storytelling can often be the most efficient method of conveying authored story as well.
  • 297. • When faced with a section of the environment that isn't “saying” anything, or a story element that you need to communicate to the player, consider how you might be able to fill the environment with meaningful images that allow the player to reconstruct the story in their mind, making the player a storyteller, instead of just a bystander.

Notes de l'éditeur

  1. Point out that our shared experience does not cover all types of games, and some people may have come looking for more specific advice that they won’t get here.
  2. Emphasize that we’ll be taking a fairly high-level approach, with as many low-level, specific examples as possible from our own work – with the hope that anyone in attendance will find something of value they can apply to their work, even if they aren’t making games in line with what we’ve done in our careers – but also that the workshop won’t be so high-level an abstract as to simply be theoretical.
  3. Emphasize that we’ll be taking a fairly high-level approach, with as many low-level, specific examples as possible from our own work – with the hope that anyone in attendance will find something of value they can apply to their work, even if they aren’t making games in line with what we’ve done in our careers – but also that the workshop won’t be so high-level an abstract as to simply be theoretical.
  4. When this is final, plug it in
  5. This deck is our transition out of the Introduction portion
  6. Talk about the Fragmented nature of the level design profession. An MP level and SP level have very different needs. A puzzle game level and an FPS level speak very different languages, etc. Acknowledge range of the craft.
  7. Talk about the Fragmented nature of the level design profession. An MP level and SP level have very different needs. A puzzle game level and an FPS level speak very different languages, etc. Acknowledge range of the craft.
  8. 2D Platformer – Classic Level Design
  9. First-Person Games
  10. Third-Person Games
  11. Gran Turismo – Games defined by real-world sports
  12. Skyrim Exterior Fort – Open World Levels
  13. Starcraft, RTS/overview level
  14. Roguelikes/Randomly Generated Levels – Algorithm as Level Designer
  15. Puzzle Games – Arena Level Design
  16. Abstract level Design – DDR/Rock Band
  17. Highly Abstract example – CYOA books. Level Design is what? Layout of page? Writing? Ordering of pages? Some and all of this.
  18. Segue – With such variety in what we think of as levels, what is the common ground we can talk about to try and share information as widely as possible? What is the job/role of a level designer, in the most general terms possible?
  19. Basically: What is fun about your game? If it’s driving fast, create lots of straight-aways. If it’s really great at modeling rad jumps, build spaces with ramps.Also underscore the “Duty” of the LD to connect players with the hard work of your art and code folks.
  20. Pull the discussion back in – there are a couple of basic truths that apply to most (all?) level designers, and we’re hinging the whole day off of these.
  21. Make the point that LD is a visual thing, but it’s more about visual information and composition than making a great looking brick wall, etc. Try to show an example of a game that still is visually compelling even when visual trim is removed. Dishonored would be a great example of this if possible.
  22. Talk about various ways in which level design is tied into the state of the player’s mind, and trying to “react” to input and intent. This is a very fiddly bit, but core to the craft and part of why it is very difficult to analyze and gain proficiency with
  23. Now Focus this into the core ideas we’ll be exploring, and how they will relate back to these shared goals/missions
  24. This deck is our transition out of the Introduction portion
  25. Point out that some games, like Tetris and most sports games, require very simple, repetitive layouts. The game rules and mechanics drive play entirely. Layout is not a big factor.
  26. This isn’t strictly a genre indication – Peggle is a puzzle game where layout is a huge deal. Mutant League Hockey and Football introduce environmental hazards like landmines and bottomless pits which make make environmental navigation irregular
  27. So – when layout matters, treat it as more than just a map. Even in games that are fun without meaningful layout, don’t think of it as “just a map”. We can analyze our game and use layout to make it sing
  28. For some games, layout and mechanics are inextricably interweaved
  29. Steve’s point about pickups other than the first being used to disrupt the critical path