Wednesday, December 17, 2014

Level Design Checklist

This is the big check list I go through from time to time when I work on a level, just to make sure I haven't forgotten something important.
Not all the points apply to any map (i.e. What about emotional involvement in a death-match arena ^^) but I'd rather skip it upon reading than not finding it or having to browse through various lists.
Some of them are just there as a reminder that "It can sometimes be fun...just think about it" (i.e. Reuse space and backtracking)

  • Check level versus blueprint and initially defined core values?
  • Orientation : Where you are, where you go, what are your options
  • Strong and Memorable moments : Identify them. Tech + prod feasability.
  • Pacing and Game Rythm in line with high level intentions
  • Diversity : avoid tasteless, repetitive and monotonous action
  • Create motivation, goals, and give back rewards
  • Surprise the player, make him wait for the unexpected
  • Emotional Involvement : choice for the player, powerful situations
  • Don't do everything at the same time (narrative, gameplay, tech show off)
  • Define the passive narrative of your locations (Every place has a story to tell)
  • Reuse space and backtracking : once a place is learned by player, reuse it with new objectives and challenges
  • Layered Gameplay (game on demand) : Deliver the core experience, and think of bonuses and extra / side missions. (Bonus narrative, Bonus difficulty steps)
  • Half the player choices should come from the level itself : positioning yourself, choosing your path and challenge, using interactive element to modify the area (close/open access or covers, switch On/Off gameplay modifiers, hinder your opponent and make it your place, etc)
  • No dead ends (backtracking with new gameplay can be OK)
  • Clear Objective and sub goals. Is pacing OK ?
  • Always something animated / moving in the scenery
  • Identify choke points, attractors and repulsors
  • Learning setups (teaching new stuff to the player)
  • Check contrasts : layout and volumes (big / small), action pacing (quiet, frenzy), lonely vs busy nest, player in control or not
  • Objective and sub goals accomplishment feel cool (special setup, cut scene, etc)
  • Present the rewards, tease the player with it
  • Narrative twist, Action twist (things don't go as expected)
As a lead, it can be useful to add your specific project points, remove those irrelevant and build a grid to share with your LD for easy tracking.

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