Thursday, June 09, 2005

Advice to people wanting to "get into level design"

I am regularly asked for advice about “getting into level design” for computer games and thought, therefore, it worthwhile preparing this blog.

Everybody involved in game design learns and progresses at different rates – achieving the relevant skills and design sense may be very quick for one person, but it might be a more protracted process for another. I think the characteristic that is common to all successful game designers is a persistent and focused dedication to bettering themselves and their work.

So, if you are interested in “getting into level design”, here is a process that I would recommend.

  1. Enjoy and appreciate the work of others. Spend time trying to identify why certain maps “work” while others do not. Look for the things that are common to all good maps and consider how you might include these elements in your work.
  2. Study both the built and natural environment around you. It will prove to be an invaluable resource and source of inspiration. At the same time, appreciate and consider how the elements and principles of design are evident and/or utilised (see this page for a simple introduction - http://www.johnlovett.com/test.htm).
  3. When starting out, think small. Don’t try to make an overly involved map – in terms of game play, scale or detail. Instead work on something that is achievable that you can complete in a reasonable time frame. You don’t want to become lost in the map. You will only become disenfranchised, lose interest and end up discarding your work to feel that you have achieved nothing.
  4. Draw or sketch your ideas. Different people achieve this in different ways. I tend to draw or sketch when developing map ideas as it helps me to visualise the environment and space, and at the same time, consider any game play or performance issues that may impact on the map. A good friend of mine “sketches” his work in 3D using the level editor. He subtracts and adds brushes to investigate the game play space.
  5. Have a good idea of the layout and game play flow for the whole map. This will reduce the chances of developing half the map and then realising that, a) you don’t know what to do with the rest of the map, or b) the rest of the map will not fit the sections already complete. Perhaps this should only be considered a guiding principle! There are times when allowing a map to evolve is very successful. ;-)
  6. Don’t get too precious about your work and don’t be afraid to change it.
  7. Test your work. Let your friends test it too. Listen to their comments carefully as, quite often, the subtle elements of their comments are the most meaningful.
  8. Release your work to the internet. Try not to take the comments of others too much to heart. Regrettably there will be people whose comments are ill-considered and/or poorly phrased; it will be easy to take offence. Dissect what they say and look for the things that you can act on. But remember, comments about level design are quite subjective and, hence, it is not uncommon for some people to love the map and others to hate it. Yes, that is frustrating!
  9. With each new map try something new – theme, game play or type, engine specific technology, etc. Push yourself outside your comfort zone.
  10. Share ideas and experiences with other level designers and game artists.
  11. Enjoy the design process.

Learning level design is an organic process the progress of which is dependent on the individual. Persist with and remain focused on the process.

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