We can also say that level design is how we can make the game cohesive and establish a sense of progression to the audience, stage by stage.
Therefore, in this post, I’ll present a basic exercise to practice the idea of level design. It’s a very simple formula that I have used in the last five years, in my game designing classes. Let’s imagine a game where the player must conduct the character through each level to escape by a door. Let’s also imagine that the space where the action takes place is a 10x10 imaginary grid. In the image below, there’s a sketch of the game with the main idea for the initial level and conditions to the play.
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The character is on the left side; it has a magic wand pointing to the right and is looking in the direction of the door (on the right side). This hint is the basic structure of the game: you must walk to reach the exit to the next level.
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On the second level, we have the same situation, but now, the door is located on a platform. On this second stage, we’ll teach the player that it is possible to jump one square up to reach the exit.
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On the third stage, the door is located on an unreachable platform (because the character's jump can reach only one square up). But we have a new element: a block. So, the player can try to push the block near the platform and jump two times to reach the exit.
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These are very initial ideas to discuss in this case. What I propose to my students is to create ten more levels for this game. Try to think about this challenge: find a new way to reach the door in every level. Think of adding trampolines, teleport cabins, traps, enemies, whatever you can imagine.
#GoGamers
References:
ADAMS, Ernest; ROLLINGS, Andrew. Fundamentals of Game Design. New Jersey: Pearson Prentice Hall, 2009.