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Level design process?

A topic by thebigmoose created Jul 11, 2022 Views: 589 Replies: 12
Viewing posts 1 to 6
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hey all, after years of waiting I'm finally getting myself into game development! I'm a programmer by trade so that parts been easy,  and everything else I've been picking up with not too much difficulty. 

However,  I'm not super sure where to start or what the process looks like for building levels. Rn I'm trying to sort of think about my game world and its history and build off of that, sketching out a rough draft of the levels as it comes to me (it's  2d game so much easier to do lol).  And while that's fun,  idk if that's the best way to be doing it and i don't want to get too invested in it only to realize it doesn't translate very well. 

So, tl;dr! Do you all have any level design tips/tricks/tutorials you'd like to share? I'd also love to hear anyones general process!


Very excited to be joining this community,  hopefully my post wasn't too long winded lol.

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Your method will take longer but should produce better, more realistic results.

I often see level design that would not make sense in-world, like random elevators and platforms in factories that no sane person would ever risk going on. It seems these developers plop in anything barely appropriate for the theme, without considering the big picture. I wouldn’t do things like that.

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Oh hey,  thanks for the reply!

That'd make sense, I'm actually ok with it taking longer so long as i can manage to translate my ideas well lol. 

That kind of haphazard placement is exactly what i want to avoid, I'm really trying to make a world that feels cohesive. I feel like all that front loaded work will make the rest of my process easier (if i know the world, i have a better idea of its fauna and what might motivate characters etc).

Outta curiosity what tools do you use? Rn I'm sketching on an MS whiteboard, translating the geometry with unity pro builder, then texturing it using aesprite (though i haven't gotten quite that far yet, I'm not much of an artist and that part still intimidates me haha)

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Currently I’m working on a 3D video game, the modelling for which I just use Blender. My world isn’t big enough to warrant thinking about it on paper nor especially anything digital. Currently it fits in my head just fine.

2D video games vary more technically and stylistically, so it’s hard to say which tools I’d use. My previous game, Barry Red (which I never finished because of broken game logic) had one large background loaded in chunks, also made with Blender. If the game were tile-like I’d make levels with Tiled, instead. Maybe you’ll want something in-between, like loading premade sprites in the right places, them together forming a single shape.

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oh rad, i was actually wondering if segmenting backgrounds like that was something people did! It seems like the best way to handle a well thought out, parallaxing background. 

I think that in between method seems like a good solution for what i'm going for. I'm working with sprites, but I want them textured onto models to make animation/lighting easier (and hopefully come out with an interesting looking aesthetic lol) and that sounds like it'd work better with what you've suggested.  I might still try to mess around with tiled just to see how that goes though, no harm in at least seeing if it makes sense for what i'm doing.

Thanks for the advice, hope your project's going well so far!

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It probably really depends on what kind of game you're making and what your personal preferences are.  I wrote a short devlog about my own process the other day, as it applies to a grid-based RPG.  It's not a super deep dive, but it should give you an idea of how I approach it.  The short version is that I start with a basic idea or outline, lay it out on paper, and fill in the blank spots as I go.  By the time I start implementation, I usually have a pretty good idea of what the level will contain.  Since my games are somewhat on the abstract/gamey side, I don't worry a lot about verisimilitude.  As long as I manage some flavor and sense of place, I feel like that's good enough.

I can go into more detail if there's something more specific you want to know about.

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Oh sick, thanks for sharing that, it's really cool seeing other people's processes! That actually sounds a bit like what I've been trying out, sort of doing rough sketches with lil notes and stuff in it then refining that over time.  How do you decide what sort of challenges to present in front of the player where? Is it sort of like, stream of consciousness placement then refinement based on how it feels when you actually play?

Btw, def gonna check out your MM0 game, i love a good dungeon crawler like that, wish there was more of it being made out there lol

How do you decide what sort of challenges to present in front of the player where? Is it sort of like, stream of consciousness placement then refinement based on how it feels when you actually play?

More or less, yeah.  I'm not heavily methodical about it.  I usually (not always) have one or two ideas for navigational or logic challenges before I start drawing.  I may have one that spans the whole level or a few smaller localized ones, or both.  I'm not making a puzzle game, so these aren't super complex, I just like (as both a player and a designer) having something to think about other than filling in map squares.  I think it makes the dungeon more fun.  Monsters I just put wherever I feel like obstructing the player, or often guarding the more valuable items.  And sometimes I just feel like being a jerk.

The layout of the map is pretty much whatever comes to mind.  I take kind of a "fun house" approach.  The levels have a theme and the layout and flavor text reflect that theme, so it's not totally random, but it is a dungeon.  It should be a little bit crazy.  I do aim to include multiple connecting paths most of the time, since long corridors with no side paths aren't much fun.

Outside of actual challenges, I just try to fill in as much flavor text as I can think of, so that the dungeon has a bit more texture to it than just a plain series of corridors.  This is easier for some levels than for others.

When playtesting I will often shift around geometry, encounters, loot, etc. to tweak the flow of the level or fill in areas that feel too empty.

For my action games, I guess the overall approach is similar, just with less forward planning.  The levels for those games haven't been nearly as dense, so drawing them out on paper hasn't been necessary.  If I were making a Metroidvania or something, though, it might be beneficial.

Btw, def gonna check out your MM0 game, i love a good dungeon crawler like that, wish there was more of it being made out there lol

Cool!  If you do, let me know what you think.  I am always interested in feedback from dungeon crawl fans.  It's pretty basic (it was made for a jam, after all) but I think it turned out well for a first try.  I'm working to improve on the next one.

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oh wow, thanks for going so in depth! I like that approach of like, starting off with the challenges/rewards before going into the actual geometry. It seems like that'd make it easier to build the level, since then it's a matter of how the landscape supports those challenges and rewards. I'll definitely have to try that!

I actually am making a metroidvania of sorts lol, I've always really appreciated cohesive world flow in those kinds of games since they *really* promote exploration and discovery.  Your methodology seems like it'd be great for like, making sure the local pieces in this broader world don't get lost in the sauce so to speak. 

Also I'm excited to try it out when i got a moment, i really like the look of it from the screen shots. You really managed to capture that old PC game magic with the art style.

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I seem to remember a Brackeys video where he discussed level design, saying how a level should naturally guide the player towards the next checkpoint or exit. You might already know that, but I thought it was a worthwhile tip.

Speaking more generically, realize that the vision for your game is probably going to change with time, so don't get too attached to any particular level design. For example, you might have in mind a level with lots of fancy stuff, only to realize that it causes framerate issues, etc. So I would recommend doing mostly "whitebox" levels to get the basic designs and functionality in place, but at the same time, maybe take a smaller level and really flesh it out just to get a feel for how the "final product" would look.

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oh I've actually been meaning to watch some of his stuff,  a friend sent me one of his videos the other week but i haven't gotten around to it yet lol.


Yeah,  that does seem like a really good thing to keep in mind.  I want to hopefully bake that into my process, plan what i can but make sure those plans are as easy as possible to change. I'm def gonna try fleshing out a smaller level, i actually just got dawn drawing out a rudimentary opening area that i wanna try implementing!

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My 1st tip is to trial n error in placing platforms, walls, traps etc. The first attempt is to fit level size, platforms wall etc to fit character's movement. If it's too cramped, make some distance, if it's too empty, add some platforms and walls in between.

My second tip is to know your character's limit. You must know how high he/she can jump vertically, how far he/she can jump horizontally, or dash if he/she could perform dash, just to name a few. Knowing this will give good base on level design, and it's essential for designing metroidvanias.

That first tip might be repeated again for other reasons such as balancing, difficulty control etc.

There are some general principles for designing good and intuitive levels for any kind of game (like push pull, adding landmarks, using Gestalt principles), but these are very generic by nature.

Mostly, I design my levels around the game mechanics. For every level I have a vision, a certain idea or interaction that I want to explore. For instance: there are enemies that chase the player as long as they can see the player. Then I create a (stealth) level where the player has to lure the enemies to different corners of the level in order to escape unseen. That's just one simple example - if your game mechanics and interactions are interesting enough, you can come up with dozens of such ideas. I start on paper drawing a general structure (for instance: the enemies start in these corners, and the obstacles are distributed like this, so this is the general path that the player should traverse...).

Then I create a greybox, for playtesting. For this it's important to be aware of all the details in your mechanics. For instance: in a platformer, the player can jump at most X tiles, and your enemies can only walk through corridors that are at least Y tiles high, etc.

Then it's time to playtest and tweak, to make the level "flow" (for instance: not bumping into walls or ceilings while jumping, and making sure escaping enemies is just difficult/easy enough). When that's done, it's time to decorate it, with the final art.

For my little "arcade" games, this workflow works well...