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Level design research

https://youtu.be/AKeUZVikPV8?si=qO45pC0r4wEtL4Xv


Blockout

Maximum information for minimum effort

  • Communicates important gameplay information to your team
  • Gets to playable state as quickly as possible
  • Simple structure for quick iteration and accommodating changes

Present a clear object

  • Removes blank canvas syndrome
  • Helps set up sight lines
  • Gives the player a clear objective

Motivate movement

  • Block the player's sightlines
  • Make them move around to gather information
  • Force them to piece together a mental map of the space

Tear down walls

  • Still prevent the player from escaping 
  • More visually engaging
  • Opportunity to reinforce goal

Reveal information through new perspectives

  • Creates small pockets of tension
  • Release the tension in surprising ways
  • Keep the player engaged and on their toes

One-way valve

  • Gently nudges the player forward
  • Prevents player getting too lost
  • Creates more manageable play space

Present a privileged perspective

  • Study environment and plan from safety
  • Player pushes forward when they are ready

The illusion of choice

  • Multiple routes that converge on a single point
  • Unlikely that the player will see all routes
  • Makes space feel larger than it is

Attract the player's attention

  • Movement will catch the player's eye
  • Light makes geometry easier to read
  • Sound will draw the player's attention

Parallaxing elements

  • Provides depth cues as the player moves
  • Makes it easier to judge distance
  • Creates a dynamic image

Affordances communicate function

  • Doors and archways afford moving into a new space
  • Steps afford climbing
  • Recognisable forms like these are strong attractors to players

Creating mystery

  • A door that is slightly ajar and swinging in the breeze
  • Door blocks view so player can't see behind it
  • Things the player assumes exists, but can't see creates curiosity and mystery

Create short cuts

  • Allows access to earlier areas even when using one way valves
  • Players can circumnavigate previous challenges
  • Makes space feel more accessible and believable

Pinch points

  • Controls the player's movement and therefore the camera
  • Can frame a shot to show the player something important
  • Does not take control away from the player

Build a vocabulary

  • Build on ideas that you have taught the player
  • Use these ideas to seed plans in player's mind
  • Satisfaction in both seeing these plans get subverted or play out as expected

Safety nets

  • Restarting breaks immersion and flow
  • Keep the player in the game as much as possible
  • Falling a small way and being able to try again does not compromise or undermine the challenge

Add temporary furniture

  • Spaces feel larger when empty
  • Art will inevitably be added to the space
  • Make sure space is large enough to accommodate both art and gameplay

Problem solution ordering

  • Try to ensure the player recognises the problem before they find the solution
  • Confusing fort the player if they discover information out of order
  • Can make puzzles feel redundant

Let the player get lost

  • Creates tension in the journey
  • Finding where you are again is satisfying
  • Constantly knowing where you are kills tension

Build on uneven terrain

  • Forces interesting architectural constraints









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