Level Design & Game Industry landscape
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- Felicity Palmer
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1
2 Level Design & Game Industry landscape
3 Level design Level design Gaming Landscape Indie games Course Recap
4
5 Level design Game designer Level designer Making the rules Applying the rules Overall Environments Level Design deals with those game rules which are manifested as spaces.
6 In the past Level Designers didn't really exist Many technical limitations; smaller games Usually the programmer or the game designer makes the levels Designing in the code
7 Now Games are BIG Level Design is a science Multiple level designers Many tools available
8 Games that are ABOUT making levels
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17 Game Design
18 Game Design
19 Game Design
20 Game Design
21 Game Design
22 Make a fun game
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24 Level design Dependent on the genre, different aspects RTSs Action games RPGs Platformers FPSs.
25 RTS Level Design
26 Action Adventure
27 FPS SP
28 FPS MP
29 Platformers
30 Puzzle
31 Level design Level design is nearly all game design in some genres Puzzle games Platformers
32 Level design Different ways to approach level design Level design to teach the player Tutorials Introducing new mechanics Balancing the level design online multiplayer FPS games SP experiences Composition of the level design Can support the narrative
33 Balancing multiplayer games Balancing through the level design
34 Balancing single player games Balancing moments. Connect New area s New challenges Encounters
35 Composition Use the level design composition (for the narrative & experience) Draw attention using color and light Play with perspective Looking upwards makes the player feel small
36
37 Fun vs competition Fun in games is mostly about practice and learning, not about executing knowledge.
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39 Learning in games: Cognition A game is fun when you can be the expert You have to learn a lot in little time If learning is what makes a game fun, you have to learn throughout the whole game. Cognition The mental action or process of acquiring knowledge and understanding through thought, experience, and the senses.
40 Instructional level design Humans are animals Our brain works efficient, predictable Let s look at the psychology behind games
41 Instructional level design Object to learn: Platform
42 Enemy placement Enemies keep their distance. Learning in a safe environment.
43 Natural encouragement Coins give bonus and therefore encourage to investigate.
44 Natural encouragement Starbit reward to make sure the player experiences the effect when the platform is down completely
45 Learning Safe environment Encourage Communicate Reward
46 Instructional level design: cueing Exclamation mark draws attention (signposting)
47 Instructional level design: cognitive guidance Coins guide the player to go somewhere (cognitive guidance)
48 Instructional level design: color coding Important surfaces have a different color than unimportant surfaces.
49 Instructional level design: color coding Color coding consistent throughout entire level.
50 Science behind level design Fysiologie / neurologie Cognitive psychology How to draw attention to certain objects. How people process information. Pedagogy Motivational science Where to place enemies. What gives satisfaction
51 How do players learn? Working memory Long term Memory limited unlimited Information
52 How do players learn? Color coding works as a retrieval cue. It activates knowledge from the LTM.. Information Working memory Long term memory
53 Game time Remember the numbers No cheating! 5 seconds
54 Remember
55 Remember?
56 Remember
57 Remember?
58 Remember
59 Remember?
60 Working memory Magic number of seven plus/minus 2 Miller s law Our working memory is limited to how much information we can process at a time
61 Prevent cognitive overload Problems with overload: Unable to distinguish important from unimportant things or not able to see relations between actors. Irrelevant information kan also be more noticeable
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63
64 Cueing Cues are important when a player needs to process too much information at once. (Cognitive overload)
65 Center of attention
66 Center of attention
67 Center of attention
68 Attention cues Old games had natural attention cues (Level of Detail / drawing distance)
69 Attention cues in HD games Now more power therefore more in background No more natural attention cueing
70 Guidance cues Use of cues to guide the player
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73 Indoor guidance Eyes automatically focus on high contrast
74 Guidance in open world
75 Guidance in open world
76 Background waypoints
77 Foreshadowing Foreshadowing can be used to help the player figure out a problem. NPC giving hints or taking lead so you know what to do.
78 Backtracking Constantly updating the mental model of the world
79 Compartmentalize Compartmentalize the game world to balance the learning curve.
80 Predictability Games should be a bit predictable. If you know how the game will behave, you learn best and make good decisions.
81 Summary Games are about learning People learn in specific ways (science) Brain can handle only so much Signposting Cognitive Guidance Cueing (attention / guidance) Center of attention Foreshadowing Help the player to learn Backtracking Compartmentalize Predictable
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83 Gaming Landscape Level design Gaming Landscape Indie games Course Recap
84 Overview Publishers Middleware Support indie Game research AAA Game developers Journalism core Gamers casual
85 The Netherlands Many serious game studios Almost 50% of all jobs! Not well known to the public
86 The Netherlands Only a few larger studios
87 The Netherlands Many indie studios Many more than on this slide Several successful studios are founded by HKU/UU alumni
88 Dutch Game Garden Important hub for small game companies Started in Utrecht Now also in Hilversum and Breda Provides meeting opportunities Incubator program Houses many game studios
89 Level design applications Cognitive level design Indie games Gaming Landscape Indie games Course Recap
90 Indie games What is an indie game? Short for independent video game So indie games are independent from publishers? Let s look at some developers who call themselves indie
91 Indie game developers Vlambeer Indie duo from Utrecht
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93 Indie game developers Abbey Games Small team founded by (former) UU students
94 Indie game developers Mojang Company behind Minecraft Founded by Markus Persson Until it was bought by Microsoft
95 Indie game developers Crytek Calls itself independent Employs ~800 people But started to publish games itself
96 Indie game developers EA publishes indie games What?
97 Indie games Independent from publishers doesn t seem to be such a great criterion The idea behind independent : Retaining freedom Which should result in more creativity So indie games are highly creative games?
98 Indie game developers Thatgamecompany Creates very unique games Was funded by Sony Does not call itself indie
99 Indie games Other terms associated with indie games: Personal Experimental Low budget Intellectual Artistic Pretentious Weird No profit Cheap Niche Untechnical Work of love Small teams Small games
100 History Let s look at the history of the term indie game Indie games (developers) have always been there The term indie was not used a lot until ~2008
101 History A few major successes started the indie boom Braid (2008) World of Goo (2008) Minecraft (2009) Audiosurf (2008) Machinarium (2009) Crayon Physics Deluxe (2009) Flower (2009) The Path (2009)
102
103 Indie game The first boom of indie games Creativity was a key part of their success So, what is an indie game? Started out as a name for creativity/uniqueness But the broad term independent allowed everyone to join in
104 Indiepocalipse? More supply of indie games: Average number of sales per game drops
105 Indiepocalipse? Does this mean that indies are doomed? Well not really, the total sales are stable It just becomes harder to make money Compare it to the music and film industry: a lot of hobbyists and small earners The game industry is continuously transforming If you want to make money, stay ahead of the curve
106 Level design Course Recap Gaming Landscape Indie games Course Recap
107 Recap Intro to game-design & A history of games The game-designers role Crash Course Unity Design Process Agile Development Fundamental theory MDA Framework Analysis Challenge Balance Narrative VR for the masses Game Studies 101 & Societal Context Playtesting Serious / Applied Games
108 History of games
109
110 Role of Game Designer
111 Responsibility
112 Vision Statement
113 Importance of communication
114 Crash course Unity
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116 Agile Development Plan Create Analyze Test
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118
119 Scrum
120 Fundamental theory
121 Magic circle
122 Types of experience
123 MDA
124 Aesthetics Sensation Fantasy Narrative Challenge Fellowship Discovery Expression Submission Collection Competition
125
126
127 Challenge
128 Flow theory High Difficulty Anxiety w o Fl Boredom Low High Skill
129 Goals & Rewards
130 Balance
131 (In)transitive relations
132
133 Narrative
134 Branching Narrative
135 Conflict of play
136 Story structure Setup Confrontation Resolution
137 VR for the masses
138 Game Studies 101 & Societal Context
139 Playtesting
140 Playtesting
141 Serious / Applied Games
142
143 What s left? Final practicum on Friday April 7th P2.5 (evaluation playtesting) deadline also Friday 7th Deadline Second Analyse deadline Sunday April 9th Exam on Wednesday April 12th
144 Grading 10% Assignment 1 30% Assignment 2 30% Assignment 3 20% Exam 10% Mini-tests
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