lecture 11 - cs.cornell.edu

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gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Level Design

Lecture 11:

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

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Today

Administrivia

Lecture on level design

Group time and consultations

Level Design2

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

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Design Documents Graded

Out of 36 points

4 points per section: Vision, Objectives, Challenges,

Interactions, Mockup, Feature List, Plan, Playtesting

Revisions allowed – resubmit it to me

Level Design3

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Next Week

Oct 7th

1st prototype due

Submit SWF through CMS

In class: playtesting

Bring multiple computers

Oct 9th

In class: postmortem presentations

You need to be in class all of next week

Level Design4

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Prototype Grading

First Prototype: Oct. 7th

Out of 5 points

5 – playable

4 – playable but some crucial components don’t work

3 or lower – unplayable; multiple components are missing

Second Prototype: Oct 21st

Out of 100 points

Each group gets a customized rubric

Rubric will be distributed Oct 8th

You can submit a counterproposal by next Friday, Oct. 10th

Level Design5

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Change to First Prototype

Only three levels required

Easy

Medium

Hard

Level Design6

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Policy on crashes

First Prototype

It’s okay but will annoy your playtesters

Second Prototype

Acceptable in rare circumstances

Releases

Unacceptable!

Level Design7

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Level Design

Level Design8

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

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The Level Designer’s Dilemma

Greatest game idea ever!

Now what?

Level Design9

Show off the design!

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Three Key Ideas

Progress through mechanics

Explore the design space

Implement design patterns

Level Design10

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Progress through mechanics

Explore the design space

Implement design patterns

Level Design11

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Portal 2 Mechanics

Level Design12

Level

Mechanic

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thegamedesigninitiative

at cornell university

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Level Design13

Recombination

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thegamedesigninitiative

at cornell university

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Reinforcement

How long to “dwell” on a mechanic before

introducing a new one?

Level Design14

Actions:

A = jump B = dash

A A A BA B vs.

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Recombination

How often to combine mechanics with other

mechanics?

Level Design15

Actions:

A = jump B = dash C = shoot fireball

A AB ABCA B C vs.

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Level Design16

Rei

nfo

rcem

ent

Recombination

A, B, C, D, E

A, A, A,

B, B, B

A, AB, ABC,

ABCD, ABCDE

A, A, B,

B, AB, AB

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Robot Unicorn Attack

Level Design17

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Robot Unicorn Attack Progression

Level Design18

Mechanics:

A = jump B = dash

A A A B A A B

High reinforcement, low recombination

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Level Design19A

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

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Level Design20AB

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Level Design21AB

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Level Design22ABC

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Level Design23ABC

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Hello Worlds

Level Design24

ABCABCABABA

Moderate reinforcement, high recombination

Mechanics:

A = move B = two worlds C = close world

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Starcraft

Level Design25

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Starcraft

Level Design26

ABCDABCABA

DCBA

A A A A

Low reinforcement, high recombination

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

What’s the best?

No correct answer

Some reinforcement but not too much

Some recombination but not too much

Level Design27

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Progress through mechanics

Explore the design space

Implement design patterns

Level Design28

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Progress through mechanics

Explore the design space

Implement design patterns

Level Design29

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Explore the design space

How do mechanics interact in interesting ways?

Level Design30

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Braid

World 2: basic mechanics (jump, kill, rewind)

World 3: unrewindable objects

World 4: time is connected to motion

World 5: clone yourself and do two things

World 6: slow down time

World 1: time moves backwards

Level Design31

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Braid

World 2: basic mechanics (jump, kill, rewind)

World 3: unrewindable objects

World 4: time is connected to motion

World 5: clone yourself and do two things

World 6: slow down time

World 1: time moves backwards

Level Design32

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Level Design33

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Level Design34

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Level Design35

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Level Design36

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Progress through mechanics

Explore the design space

Implement design patterns

Level Design37

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Progress through mechanics

Explore the design space

Implement design patterns

Level Design38

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

What is a design pattern?

what everyone else does

Level Design39

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

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First-person Shooter Design Patterns

Level Design40

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Arena

Level Design41

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Stronghold

Level Design42

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

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Sniper spot

Level Design43

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

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Choke Point

Level Design44

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

the

Progress through mechanics

Explore the design space

Implement design patterns

Level Design45

gamedesigninitiativeat cornell university

thegamedesigninitiative

at cornell university

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Rest of class

Group meeting time

I will come around to each group

Level Design46

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