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GAME 3400 Level Design - Introduction

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Level Design Introduction – Sept. 7, 2012 Fall 2012 Seth Sivak
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Page 1: GAME 3400 Level Design - Introduction

Level DesignIntroduction – Sept. 7, 2012

Fall 2012Seth Sivak

Page 2: GAME 3400 Level Design - Introduction

SummaryIntroductionRulesTopicsGamesSyllabusResources and RequirementsIntroduction to Level Design

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On the Index CardNameEmail/Google AccountDropbox AccountFavorite GameGames you are currently playing

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Trouble with Teaching Game Design

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Who am I?

Northeastern University (Mechanical Engineering

)

Carnegie Mellon

Entertainment

Technology Center

(Computer Science)

Disney Imagineering (Creative Technology

Group)

Winds of Orbis and

IGF (Programmi

ng and Design)

Conduit Labs

(Gameplay Programme

r)

Zynga Boston (Lead

Designer)

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RulesBe an adult

Don’t be late (without prior notice)Hit your deadlinesDo your best workBe a team playerPay attention in class

No busyworkIf any assignment feels like busywork just come talk to me

CommunicateI am your producer, talk to me

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RealitiesGame design is hardGame development is competitiveThis class is an opportunity, treat it like one

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TopicsIntroduction to Level DesignMoment Based DesignArchitecting an ExperiencePuzzle DesignPlaytestingIndirect ControlFlow and TeachingWayfinding and Indirect ControlWorldbuilding and Storytelling

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Games

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SyllabusGoogle Calendar Link

https://www.google.com/calendar/embed?src=q136fnig629qgajuopjjqvd41o%40group.calendar.google.com&ctz=America/New_York

Thanksgiving!Story in GamesThe Player’s JourneyVisual StorytellingAnalysis: Gears of WarAnalysis: Diablo 2

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ProjectsPortal 1 AnalysisPortal 2 AnalysisPuzzle Maker LevelAdvanced LevelMultiplayer LevelGroup LevelPost MortemPortfolio

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GradesProjects – 85%Participation – 10%Weekly Analysis – 5%

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Resources and Requirements

Steam Account (Windows Version)Portal 1Portal 2

Google AccountDropbox Account

Page 14: GAME 3400 Level Design - Introduction

LecturesSlideshare!

http://www.slideshare.net/sjsivak

YouTube!TBD

Page 15: GAME 3400 Level Design - Introduction

Introduction to Level Design

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Game Design DefinitionsPlay

Voluntary, intrinsically motivated activity

GamePlay with a goalA series of interesting choices

ToyAn interactive object used during play

PuzzleA game with a dominant strategy

NarrativeEvents connected to a theme

Story A flow of events ordered to create an emotional outcome

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What is Game Design?

Game design is the craft of designing experiences that will evoke a specific

emotional response.

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Seriously, what is Game Design?

Designing systems, mechanics and stories

that allow for interesting, fun, moving, emotional

and challenging moments.

Page 19: GAME 3400 Level Design - Introduction

Skills of a Game Designer

Be a good listenerBe a good teacherBe a good playtester

Critical analysis of experiencesBecome a player

Be driven, inspired, creative and relentlessNever stop experiencing

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What is Level Design?

Level design is the application of game

design.

Page 21: GAME 3400 Level Design - Introduction

What is Level Design?

WHAT!!!!

Page 22: GAME 3400 Level Design - Introduction

What is Level Design?

Level design is the craft of designing and building

experiences that will evoke a specific emotional

response.

Page 23: GAME 3400 Level Design - Introduction

Seriously, what is Level Design?

Using systems, mechanics and stories to create interesting, fun, moving, emotional and challenging moments.

Page 24: GAME 3400 Level Design - Introduction

What games need level design?

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What makes a good level?

(discussion)

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Additional Level Design Resources

http://iwataasks.nintendo.com/interviews/#/wii/nsmb/0/3http://www.oldmanmurray.com/features/39.html

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Analysis of Pac-man

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Mechanics of Pac-manPellets – eat them all to complete the levelPower Pellets – use them to eat ghostsGhosts – get hit by one and lose a lifeBonus Fruit – eat them to get more pointsLives – lose all lives and the game ends

Page 29: GAME 3400 Level Design - Introduction

Systems of Pac-manMovement – always moves forward, move joystick to change directionScoring – extra lives at 10,000 points, high score Enemies – each one has a specific movement AISpawning – Enemies and Bonus Fruit spawn at set locationsTunnels – exit a tunnel one way, return on the other side

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Story of Pac-man… Characters are interesting and deep

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Level Design Considerations

Ghost spawn locationPellet locationsPower Pellet locationsBonus Fruit spawn locationTunnels

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Gameplay Videohttp://www.youtube.com/watch?v=uswzriFIf_k

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Interesting MomentsBeating a levelEating a ghostEating a bonus fruitHaving a close callLosing a lifeOutsmarting a ghost

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Good Game/Level Design is…

Creating opportunities for the player to make an interesting choice that results in an engaging

moment.

Page 36: GAME 3400 Level Design - Introduction

Assignment 1Create a Steam AccountGet Portal 1 and Portal 2Play through Portal 1

List any interesting moment (gameplay, story, visual)Level it took place onDescription of momentWhy it was interestingInterest Value (how interesting was it?)

Due Midnight 9/13 in Dropbox

Page 37: GAME 3400 Level Design - Introduction

Additional Pac-man Resources

http://en.wikipedia.org/wiki/Pac-Manhttp://shaunew.github.com/Pac-Man/


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