Genre-Specific Level Design Analysis.

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Genre-Specific Level Design Analysis. UC Santa Cruz CMPS 171 Game Design Studio II courses.soe.ucsc.edu/courses/cmps171/winter13/01 ejw@cs.ucsc.edu 4 March 2013

Upcoming deadlines Friday. March 8 Team status reports Playtest plan due see template on course website Friday, March 15 Sprint 3 ends 11 full days until the end of Sprint 3 Will have 3 day grace until deliverables, and Sprint 3 report, which are due Monday, March 18.

Team meetings Not meeting today: Militarium Biogenesis

Lab Cleanup Schedule This week: Lens Next week: Pixture Team duties: Vacuum floor once a week (get vacuum from facilities) Ensure overflowing trash cans are emptied to bin outside in 3 rd floor courtyard (anytime during week) By 5pm Monday and 5pm Friday (unless things get out of control, then more often): Pick up food containers, bottles, etc. Pick up stray craft materials, pens, etc and return to drawers Clean off tables in conference rooms and big circular table Report any major soda/food spills to me, so we can call cleanup crews Put controllers/game boxes/etc. away (tidy up game area) Report any cleaning materials needed

End of quarter expectations There will be a final, end of the quarter presentation of your game Brief presentation 2-3 minutes, then a game demo Expect one of your artists to discuss art direction for 1-2 minutes Not yet scheduled, will be during finals week, evening hopefully At the end of the quarter Your game must be functional, and demonstratable Code developed by various people on your team must be integrated Ideal: your game should show one level that is as close to final as you can get Includes final art, final audio, final programming, etc.

Teams seeking artists for Spring Provide the following to Jude Pipes (judereg@ucsc.edu) Brief description of your game (URL of website, if ready) Kinds of art/skills you re interested in How much time/week is required Meetings per week Contact information for Art Director/Coordinator

Genre-specific level design

Current State of Level Design Designers build levels from experience and intuition A craft tradition Level designers understand their craft, but have generally not written down their design principles or approach. The consequence: No formal understanding of level design Limited language for communication about level design No formal understanding of how level design creates gameplay Cause-effect relationships are not widely known Level from Sonic the Hedgehog

Current approach for teaching level design Focus on creating 3D first-person camera games FPS, action-adventure Shallow discussion of other genres Use of a specific level design tool (UnrealEd, Far Cry editor) Emphasis on one-size fits all approach to teaching level design High level issues or qualities Level narrative, use of puzzles (but not how to design a puzzle), pacing and flow, challenge, goal, rewards Some discussion of different coarse-grain level geometries Hub-and-spoke, linear, branch-and-join

Underlying assumption: principles are sufficient Game design is currently taught with an emphasis on teaching broad, universal principles Can see this in Rules of Play, Fundamentals of Game Design, Chris Crawford on Game Design Use principles as a lens for thinking about specific game design Useful Level design books have a similar assumption For level design, this approach breaks down. Game genres are just too different! Principles-based approach isn t sufficiently detailed to provide useful guidance for level design.

Genre-Specific Level Design Compelling, detailed explanations of how to perform level design require analytical approaches tailored to specific game genres. Bungie, Microsoft Corp. Jason Lee, Wired Magazine

Three Examples of Genre-Specific Level Analysis 2D platform games 2D space shooters 3D first person shooters An examination of these three will show how each benefits from a genre-specific analytic approach

2D Platformers: Rhythm

2D Platformers Simple rules Run, jump Collect items Get to the goal Complexity Dexterity challenge Find secret areas Finish levels quickly Key Games Super Mario World Donkey Kong Country 2 Sonic the Hedgehog Super Mario World, Nintendo Sonic the Hedgehog, Nintendo Donkey Kong Country 2, Nintendo

Level Structure Rhythm Groups Short, non-overlapping sections of the level Encapsulate challenge Cells Linear sections of gameplay Contain rhythm groups Portals Connect cells Provide multiple paths through a level

Level Components Platforms Player runs along them. Obstacles Cause damage to player. Collectible Items Provide reward to player. Triggers Cause change in level. Movement Aids Help player through the level. Super Mario World, Nintendo Sonic the Hedgehog 2, SEGA Yoshi s Island DS, Nintendo New Super Mario Bros., Nintendo Yoshi s Island DS, Nintendo

Rhythm Groups: Why Rhythm? Foundation of challenge in dexterity games Long sequences without pause Long and complex patterns Reduced time to complete a challenge Super Mario World 2, Nintendo Source: Victor Nicollet, Difficulty in Dexterity-Based Platform Games, GameDev.net

Rhythm Groups Rhythm is that of player performing actions Identify challenging areas of a level Transitions are place where player can rest Super Mario World, Nintendo

Cells and Portals Cells Path within the game Made up of rhythm groups Portals Connect cells Player makes a choice Super Mario World, Nintendo

Case Study Cells contain rhythm groups Portals connect cells Cells and portals let player choose the best path

2D Space Shooters (shmups): Safe and unsafe space Leading the player

Level design principles for Shmups Safe and unsafe spaces Via walls and the location/trajectory of enemies and bullets Create zones of (relative) safety and danger Leading the player Via the placement of enemies and rewards (powerups) Cause the player to move to specific places on screen Can lure the player into spaces that seem safe (but won t be by the time they arrive)

Gradius III Leading: Player is attracted to powerup, wants to move there.

Gradius III Leading: Player has gone for powerup. Safe and unsafe: safe zone is contracting rapidly, and enemy trajectory will go through powerup

Gradius III Leading: Player narrowly avoids powerup trap, moves to engage line of enemies coming in from right. Safe and unsafe: escaping into bottom of screen safe zone

Gradius III Safe & unsafe: A line of bullets slices through area in front of powerup, in case player was tempted by a quick snatch. Fast incoming enemies keep player pinned down at bottom in narrow safe zone.

Gradius III Safe and unsafe: By clearing the line of enemies, the player buys a little time and safety.

Averaging Gradius Video 15 gameplay sessions Superimposed on one another, with common time base Each player has a different color View of level design as crafting a probability density function of player activity Credit: R. LeFeuvre http://thenewgamer.com/content/archives/averaging_gradius

First-Person Shooters: Composition of Level Design Patterns

Design Patterns Architecture, Urban Planning Alexander 1977 Software Engineering Gamma et al. 1995 Game Design Björk & Holopainen 2005

Level Design Patterns Halo 3 - Bungie Recurring arrangements of elements Geometry NPCs Items Can be identified in many different games Similar effects on player behavior Changing design patterns can change gameplay Provide language for describing levels

Pattern Collection Patterns for Positional Advantage Sniper location, Gallery, Choke point Patterns for Large-scale Combat Arena, Stronghold Patterns for Alternate Gameplay Turret, Vehicle section Patterns for Alternate Routes Split level, Hidden area, Flanking route

Sniper Location : Halo 3

Sniper Location: Half-Life 2

Pattern Example Sniper Location Description: A position that overlooks some other section of the level Affordances: Player v. Enemy Height Size Area overlooked Cover available Access Consequences: Enemy: Slow movement, use cover Player: Slow movement, use long range weapon