Introduction to the tools and concepts used to create levels for games and simulations. Incorporates level design, architecture theory, concepts of the critical path and flow, balancing, play testing and storytelling. Uses toolsets from industry titles.
| Topic |
Approximate Hours |
| Overview |
3 |
Introduction to level design
• History
• Anatomy
• Level design issues |
6 |
Building a simple level
• Level design building blocks
• Storytelling through level design |
6 |
Pipeline
Game engine
Game editor |
6 |
Basic level design theory
• Play ergonomics
• Level flow
• Rhythm
• Difficulty
• Emotional impact
• Distinguishing factors |
6 |
Refining the player experience
• Creating a level abstract
• Connectivity and define boundaries
• Game play narrative
• Ingredients
• Encounters
• Challenging the players game knowledge
• Creating tension
• Risk and rewards
• Using Artificial Intelligence |
9 |
Common Level design limitations
• Technical limitations
• Environmental limitations |
6 |
Design and documenting the level
• Game matrix
• Cell diagram
• Creating a paper design
• Preparing supporting documents |
6 |
Introduction UnrealEd
• Working with level geometry
• Building the level hull
• Placing actors
• Testing the level
• Applying texture |
12 |
Basic level building techniques
• White box process
• Popular level building approaches
• Optimization techniques |
12 |
Visual design
• Texturing
• Lighting |
9 |
Theme, investment, and atmosphere
• Elements of a good level
• Theme
• Player investment
• Atmosphere |
9 |
Analyze the pros and cons of a level
Evaluate existing architectural spaces |
6 |
| Total (lectures, labs and exams) |
96 |