Petri Lankoski Level Design Sprint 2014
Dec 18, 2014
Petri Lankoski
Level DesignSprint 2014
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Course Info
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Learning goalsCreate levels for a game using a specific game
system design
Apply theories and research in level design work
Describe and Analyze level designs
Document and reflect own work
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PedagogyProblem-based / project-based learning
Problem-driven (in contrast to lecture-driven) Project is the problem, a tool for learning
Set-up Intro + seminars
Focus on concepts and theories Project
Focus on applying theories and concepts in development work
Reflection Focus on documenting, reflecting, analyzing
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PortfolioGame level
Development diary
Two work samples accompanied with an explanation how the sample exemplifies your learning
Critique to the levels of another group Artist of the group writes one critique Designers of the group writes one critique
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Grading Criteria
GPortfolio shows that the
student is able describe and justify their design choices
Portfolio shows that the student can apply theories/methods from reference literature in design and practical development work.
Attended all the seminars and project work
VGFulfil the criteria for G
The portfolio shows that the student is able to critically reflect their and others designs.
Portfolio shows that the student has a good command on the reference literature.
You have kept all deadlines
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Reading List for Thu (10/4) All:
Rouse, Game Design: Theory & Practice (2nd ed), Chapter 23: Level Design (pp. 449–474)
http://en.wikipedia.org/wiki/Surrealist_techniques
Artist Salzberg & Kupferman: Stage Light
Primer: sections Principles of Composition, Functions Of Stage Lighting, Qualities of Light (http://www.stagelightingprimer.com/)
Solarski, Aesthetics of game art and design, http://www.gamasutra.com/view/feature/185676/
Hayward, Videogame aesthetics, http://www.gamasutra.com/view/feature/130840/videogame_aesthetics_the_future.php
Designers
Licht: An Architect’s Perspective On Level Design Pre-Production (http://www.gamasutra.com/view/feature/2848/an_architects_perspective_on_.php)
Stout: Learning from the Masters. http://www.gamasutra.com/view/feature/134949/learning_from_the_masters_level_.php
Galuzin: Horror/Survival Level Design. http://www.worldofleveldesign.com/categories/level_design_tutorials/horror-fear-level-design/part1-survival-horror-level-design-cliches.php
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GameOne game
Theme: Surrealism Palette: complement colors Core mechanics: exploration, puzzle
You get Unity project that include (via version control) Start screen with full functionality An into scene
Fully functional, Except, some features depending on your level design in
other scenes A set of prefabs that provides the core functionality
“Published” as a freeware after the course
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Development DiaryThe same thing as in Designprocesser för spel
Remember to To describe what you did Describe the problems you face and how you solved
the problem Explain how you used the course literature in your
work
An entry per day, a longer entry once a week
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Work samples A sample
Level design schema, concept art, assets, postmortem, etc.
Written report (around a page)
What did you do?
How did you do this?
Why did you do this ?
How this sample demonstrates your learning?
Keep in mind the learning goals of the course!
Telling that you have learned to normal map or using Unity profiler, etc. won’t help to demonstrate your learning
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Groups for ProjectLevel Design Group (5 or 6 groups):
Two levels (he second levels is a copy of the other with some small changes)
End Level Design Group Two versions with some differences
Progression Design Group: design overall structure & set-up intro level portals Requires co-operating with all groups
Scrum Master Group No scrum masters in the other groups
ME: lead designer / product owner
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SprintsSprint 1 (11/4 & 14/4)
Concept Concept art, maps, prototypes, etc. -> User
Stories (1).
Sprint 2 (15/4-17/4): Dev sprint
Sprint 3 (22/4-23/4): Dev sprint
Sprint 4 (24/4-25/4): Quality sprint (testing & iteration)
(1) Keith, Agile Game Development with Scrum. Addison Wesley, 2010, pp. 85-124
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GameMessanger
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ThemeSurrealism
Illogical, visually realistic Let your unconsciousness
guide E.g.: Max Ernst, André
Breton, Salvador Dali, Federico García Lorca, René Magritte
Match to my style in the screen and intro scene
“SURREALISM, n. Psychic automatism in its pure state, by which one proposes to express -- verbally, by means of the written word, or in any other manner -- the actual functioning of thought. Dictated by the thought, in the absence of any control exercised by reason, exempt from any aesthetic or moral concern.“ (Breton, 1924.)
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ApproachDisorienting
Pseudo-randomized progression structure Portals Power-ups
Some levels looking almost the same, but are not
Spatial puzzle
Next: concept art and level design examples Level designs are very sketchy! Missing details!
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Style
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Style…
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Style…
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Style…
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Style…
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Style…
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Style…
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Style…
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Style…
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Example: PortalsPORTAL-SET
LEVEL
ONE TWO THREE
Intro VA(1),VA(4) VB(2),IA(5) VA(4),IB(6)
IA VA(8), … … …
IB … … …
VA IA(7), … … …
VB … … …
Level NamePortal end
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Example: power-upsPOWER-UP SET
LEVELS
ONE TWO THREE
VA … … …
VB … … …
IA WHITE … …
IB … … …
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Example intro
Portal entrance
Killer Zone
Portal exit
Power-up
123
456
Player start
Portal Set ONE
Portal Set TWO
Portal Set THREE
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Level examples: VA
Portal entrance
Killer Zone
Portal exit
Power-up
1
4
78
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Level examples: IA
Portal entrance
Killer Zone
Portal exit
Power-up
57
8
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Level examples: VB
Portal entrance
Killer Zone
Portal exit
Power-up
0
0
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Level examples: IB
Portal entrance
Killer Zone
Portal exit
Power-up
4
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Different game variationsPOWER-UP SET
PORTAL SET
ONE TWO THREE
ONE Alternative 1 Alternative 2 Alternative 3
TWO Alternative 4 Alternative 5 Alternative 6
THREE Alternative 7 Alternative 8 Alternative 9
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Surrealist techniques
What & WhyUse surrealist techiques in When modeling & animatingPutting a level together
The main point is restrict the conscious control in the process
Examples Collage: Cut-and-paste from
different images, models, animations; combine without reason guiding
Bulleting: Shoot ink to paper; draw based on what is seen (useful in drawing concept art)
Excusive Corpse: words & images are collegially arranged; first write/draw and hides the most, next continues the writing drawing and hides most, etc.
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Unity ProjectTechnical Overview and Project Customs
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Technical overviewUnity version 4.3.3
We cannot put things together if other versions are used
The master version of the group’s work on Unity Pro (on school machines)
Version control activated Edit->Project Settings->Editor
Version control mode: Asset Sever Window->Version Control (Ctrl-0)
Server setting as groups passwords in handouts
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Working with Version Control1. Get changes from the server
Select all & XXX Required at sprint start!
2. Do your updates
3. Test Do not commit untested changes!
4. Local Changes Select all & commit all your changes1. Required at the end of sprint
Goto 1
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Setting Up a LevelRemove camera from the scene
Add MainManager prefab Prefabs/MainManager/MainManager
Add PlayerStart Prefabs/Player/PlayerStart No need to add PlayerPrefab directly to a level!
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PortalPrefabs/Portal
PortalEntranceValues need to be set (after adding to a scene)
PortalSet: select from pop-up Portal end:
level name: the level where portal leads to Portal name: the portal exit where the player object is
transferred to
PortalExitRename object after adding it to a scene
Name needs to be unique
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Portal & Power-up set
New game will randomize Portal SetPower-up Set
A portal is active if its set match to the active portal set
Power-up is active if its set match to the active power-up set
Debug GUI
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Power-ups & KillerZones
Power-upPrefabs/PoweUp
Six different types of power-ups
Each enables to pass a specific type of KillerZone
Edit Power Up Set after adding power-up
Killer zonePrefabs/KillerZone
Six different types of Killer zones
Distinguishable by the smoke color
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Other Prefabs
Following eye An eye ball looking towards player object
MainMenu Used in MainManu level
Intro Boss Used in intro scene. Fixed behavior: on level start,
freezes player, plays dialogue (can be edited on Inspector), frees player and follows Waypoints
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Project OrganizationAssetPark
Add your assets here Use directories to keep order
Prefabs Everything that goes to a scene that needs some
kind of set-up should be made as prefab Prefabs are added in Prefabs folder in their own
directories Prefab XXX should be in Prefabs/PrefabA
Prefabs/PrefabA/Scripts Prefabs/PrefabA/Materials
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Hierarchy OrganizationUse empty objects for
grouping things
Always rename objects when you have more than one Eg.:
Waypoint -> Waypoint1 Waypoint -> Waypoint2 …
See example in intro level