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About Me

  1. WAYWO has landed. This is one small step for Level Design, one giant leap for Video Games. Or anything else you all deem appropriate to discuss in here, since it is traditional to go way, way, WAY(wo) off topic.... ?
  2. Article Link: https://www.halowaypoint.com/en-us/news/halo-infinite-multiplayer-reveal
  3. Bobby Ross has put together an awesome Visual Guide to Multiplayer Level Design, based upon Ben Bauer's "Ben’s small bible of realistic multiplayer level design". Much like it's inspiration (which is well worth your time as well), this guide is relatively comprehensive in the range of subjects it covers, starting out with definitions of basic terms, and getting into things such as composition and Shape Language. The main sections are as follows: 1: Terms 2: Strategy 3: Tactics 4: Map Scale 5: Orientation & Navigation (Art) 6: Round vs Reinforcement 7: Map Symmetry 8: Realistic & Arcade Style 9: Supporting Game Design 10: Credits It goes without saying that this guide is perfect for the more visual learners amongst us. However, there's tremendous value to be found here for everyone. The design of the article itself is a thing of beauty that needs to be seen (or re-seen). Check it out, and share your takeaways from it. Source: https://bobbyross.squarespace.com/library/mpleveldesign Follow Bobby Website: http://bobbyross.com/ Linkedin: http://www.linkedin.com/in/bobbyross6 Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://t.co/hkxwVml0Dp
  4. This is my first attempt at a map for Team deathmatch (5v5).
  5. a Chunk

    Core - Game Creation Kit

    What is Core? Core is "a radically accessible game construction kit, content exchange, and game-playing platform, all in one." Put simply, it's a free to play PC based Game Development tool. Developer Manticore Games has a grand vision which has driven their developmental process for this 'game'. In their own words, their mission is "to unleash a new wave of creativity in games by radically lowering the barriers to game making and publishing the same way that YouTube revolutionized video creation." Behind them lies the support of Epic Games, makers of the Unreal Engine in which Core has been built. Epic Games recently joined in on a 15 Million dollar investment in this ambitious project, which is currently downloadable as an Open Alpha. Will Core live up to the vision of its makers? It beats me, but it's a great tool for quickly and easily creating games, and that's all that matters around these parts. What can I make in Core? The simple answer to this question is that you can create just about anything you can think of. The platform was first made available to eager creators in March of this year, and has since seen submissions of virtually every genre you can think of: Shooters, Puzzle Games, Racing Games, MMO's, RPG's, KFC's. Well, maybe not that last one, though I'm pretty sure you could make a game which revolves around fried chicken, if that's the kind of thing you're in to. And I did find this intriguing game called Chicken Empire. Core comes with a vast array of free sound and art assets, which allow you to get right to the business of building your game. It also has built in tools which enable you to create your own models, if you so choose. Game Publishing If you're wondering what happens to your game once it's completed, the answer is that Core makes it incredibly easy to share your game/s with others. It literally gives you 1-click publishing. You click on publish, and the community immediately has the option to click PLAY on your game. What's more, Manticore Games will pay you if people play your game/s. In July they launched a 1 Million Dollar Creators Pilot Program, through which you can earn $3 per average daily player. The more people enjoy your game, the more you make. The details of this program can be found HERE. One of the other perks to would be designers are developer hosted contests. The just concluded D&D contest paid out $20,000.00 to winners. There is also brand new contest set to begin on September 28th (tomorrow) called Arenas of Combat - Level Design Contest. Full details should be announced shortly, so keep an eye on that web page. Bottom line - Core has a lot to offer game makers. If you think it's a good fit for you, check out the links below. The website contains access to lots of games if you want to see what can be done in Core, or if you just want to play games. It also has a 'Create' section, which connects you to documentation and tutorials (like the video above) that teach you how to bring your creations to life within Core. We would LOVE to see what you make. So in addition to publishing your game on Core, share it here on Next Level Design in our Projects section. You can start a thread and share your WIP or completed project HERE. Follow Core Website: https://www.coregames.com/ Twitter: https://twitter.com/CoreGames YouTube: https://www.youtube.com/c/CoreGamesOfficial/ Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://discord.gg/RqEy7rg
  6. Follow Gabriel Website: https://gabrielchauri.com/ Twitter: https://twitter.com/churyfernandez Youtube: https://www.youtube.com/channel/UCGmxNOQoWHzUzYrEeLRpxzQ Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://discord.gg/RqEy7rg
  7. Special thanks to Ivan Buchta from Bohemia Interactive for his help. Introduction According to Cambridge Dictionary: “Landforms are natural shapes on the earth’s surface”. It’s logical to see how important landforms can be for any outdoor video game map. The way those landforms are incorporated can, as we will see, result in interesting situations depending on how and how much they are used in the game. During this presentation, we will use war games of different genres: battle royals, war simulations, and traditional fps such as Battlefield. During this analysis, we will ask ourselves a simple, but important, question: “What is the relationship to the reality of war games with landforms?”. With this question, we will look into games such as Arma 3, Apex Legends or Battlefield 4, 1 and 5. We will analyze what their links are with realism, their vision of realism, and how they adapt that vision of game design according to their vision of realism and what is the legacy of their predecessors: the Wargames. We will conclude by reviewing the impacts of this vision on our modern vision of war with microtopography and the lack of humans. Analysis of the topography in shooters games Mountains and terrain morphology The hills and mountains constitute the most significant type of topography in reality and in video games. Furthermore, they constitute, as we will see, an elegant way to balance levels and put more challenge into games. This is accomplished thanks to the natural obstacle and challenge that hills and mountains present. What do we mean? We'll explain. With this really interesting landform, we'll see how a mountain can create interesting situations in different types of shooter games. First, let’s focus on war simulations such as the Arma series. This series, well known for its commitment to realism and its realistic environments, used mountains as a way to balance play, just as they balance real battles. In real battles, mountains create a really good way to defend an area, or just to keep an eye on it. Also, they give a good advantage to artillery that has a higher range thanks to the altitude. Moreover, it will make it difficult for tanks and other land-based vehicles to access the top of the mountain. Finally, perhaps the most important bonus provided by this landform is the increase to a sniper’s range. This means they can detect and eliminate enemies much easiler than would be possible on flat ground. These bonuses, which are common for all war simulations because they try to mimic reality, are important to balance a battlefield, and these landforms can completely change a game. For example, a poorly placed mountain could create a mismatch between teams. One team could always have an advantage over the other thanks to a mountain that becomes their stronghold. But a well placed hill or mountain can create a true challenge for teams. For example in Red Orchestra 2 Rising Storm, in the map “Hanto”, the attacking team will have to face off a hill as a first obstacle. This hill, protected by machine-guns and flame-throwers, is difficult to take. However, the map is quite easy to go through as an attacker. This means that, during very first seconds of the battle, the attackers and the defenders go through a tense moment because the faster the enemies take that hill the easier they will win. We can see that, in shooter games, hills and mountains are a symbol of dominance and of difficulty. But the Arma series succeeded in putting drawbacks to that landform for the defenders. First of all, the mountains in Arma are sometimes surrounded by dense forests, and so a good commando can sneak into the camp and create a mess, providing an opportunity of attack. In Arma 3, the gameplays and modes are made to encourage good teamwork. And so it motivates players to work together efficiently, rewarding them with a higher probability of breaking through defences. Additionally, if defenders depend too much on the hill, an imbalance in their defences can result in chaos. Errors such as that, which are inherent to the strategic flaws of hills, are also linked to the way that Arma designs war. As we mentioned earlier, Arma tries to be the closest to reality, which means every flaw or bonus of a landform is translated in the game as the same flaw or bonus, meaning that the level design of Arma, as we will see later, is actually inspired by real battles. However, terrain morphologies could be used in ways other than just a military way; they can be used to do proper level design. In smaller maps, edges can be used to set the map’s borders. It can be also used to restrict access to specific areas to allow some levels to load and not others (such as in Firewatch). Mountains can also be used as Landmarks; they're something symbolic that catches the eye of any human. So a mountain can be used as a landmark to give a geographical point of orientation for the player. One example of this can bee seen in Fortnite, where the player can use the mountain as a way to see where the player is. Terrain morphology is a really interesting way to create symbols in level design. It can also be used to enhance the environmental design or narrative design (such as the mountain of Journey which is a narrative symbol and an important landmark). These uses, in addition to the strategic uses, help a lot in creating a coherent and interesting topography for game design. But also the use of terrain morphology can be used for more abstract level design, or for game’s production. Plains Plains look like the most simplistic landform that exists on Earth. They are just plain, flat, as simple as a line. But, correctly used, it can be a good way to design landscapes and include elegant level design into maps. Moreover, going through a simple plain can create thrills or strike fear into the hearts of players. To continue with our thought process, let’s first focus on the flaws and keys strengths of the plain. The first, and most obvious, key strength of the plain is the ease with which vehicles/squads can be transported, which means the players won’t have difficulty transporting vehicles such as trucks or tanks. It’s also provides a space to easily land a helicopter or airplane, for example. This key strength makes a plain a good way to gather units, even to build camps. And of course, it’s quite easy to go through a plain in comparison to rough terrain. There’s another key strength, which is also a flaw: it’s easy to aim with artillery on a plain. Despite the fact that targets are more mobile, the lack of natural protection (trees, landforms) makes aiming at them easier. This means if someone has to mount an attack on a plain, the attackers can pound the area to exsanguinate the besieged. This also means that anyone who is in a plain is an easy target, and this doesn’t only apply for artillery, but also for snipers or anti-vehicle/infantry weapons. This flaw has a major influence in the UX of the Arma series. Going down to the plains isn’t just walking straight like nothing will happen to the player. It’s clearly the opposite: Arma’s players are afraid of the plains. Because the danger can be everywhere for them. It can be from the sides by rivals trying to ambush them. It can be from in front of them in the form of a sniper. Or worse, it can be from above them by the artillery or aviation pounding them. This creates real stress for players. Each minute in a plain creates tension in the group because they become paranoid at every noise. They need to be extremely vigilant to survive. A single moment of inattention can lead to the death of the whole group. Also, as stated earlier, plains are a good place to create an ambush because it’s easy to flank and contain a squad with motorized infantry. The plains lend some freedom to the player to choose a path to complete an objective, the cover and the vegetation have their specifics and allow the player to choose which path is the better in his situation. So putting a plain in a map is useful if we want to create a meeting point of players or to create tension into a game by making plains the only way to reach the enemy. That makes the plain a good element to create an elegant and dynamic level design. The Forest Forests are often seen in video games, but their use can be very different from one game to another. Some games don’t have huge forests because of performance issues. They can, for example, create a specific atmosphere to a game, create hiding places, be a focal point etc... In an FPS, the forest can serve as a hiding place and/or be used as a tool to change the gameplay. In Arma 3, the jungle is ever present in the Tanoa map, especially in the middle of isles. It forces players to play as infantry (it’s too hard to control vehicles in the jungle) and challenges them on that particular fight situation (close combat). The jungle also limits visual information, which can be stressful if danger was teased before. This technique can be very useful for solo or coop levels. The camouflage has high importance in the forest, the player can hardly see enemies so the environment becomes very stressful for him. In Battle royal games, the forests are used to hide and collect information, which gives players a feeling of security and control of the situation. It’s also a place where the gameplay combat changes, and players are forced into close quarters combat like in FPS. In Fortnite, another use of the forest is to hold resources. Players are pushed to play in forests to take advantage of and use resources during the game. This kind of area becomes attractive to players, providing an area for them to prepare for an upcoming fight. The resulting decrease to the pacing gives players a break before the inevitable rush of adrenaline that will happen in the upcoming battle. In real life, a forest is a place where it’s difficult to walk because of mud, brambles, roots etc.. Like some real forests, in video games the player often has to zig-zag between rocks and trees. It has different atmospheres, depending on the hour of the day, the season, and various other parameters. Contrary to the forests in video games, where the gameplay is the primary atmospheric influence, a real forest’s atmosphere is influenced by the weather. However, the weather is used a lot in video games as well, to provoke a more realistic setting. Watercourses In video games, watercourses are mostly used as obstacles or as communication routes. In Fortnite, the watercourses have two goals. The first is to give a pleasant way to move across the map, watercourses provide a fast and easy way to reach the next “safe zone”. This goal is linked to the second goal, have a place to fight and break the monotony of some games. People are attracted by the advantages of having boats, and the level design encourages boats to go to the middle of the map, so some fights happen to take advantage of other players. In Heroes and Generals, the players can swim to cross watercourses, but can’t use their weapons. So it’s a dangerous move which can be rewarding if the player succeeds, allowing them to access a new situation. This kind of moment is highlighted when the objective is on a bridge, or on the opposite shore. When attempting to cross the watercourse, the player feels mainly stress because of the danger, but if he succeeds and kills other players the feeling of satisfaction and pride will be very high, which helps to balance out frustration resulting from previous deaths. Real watercourses are a way to exchange, to move or to communicate. But in wartime, they becomes an obstacle, and bridges become strategic points. The watercourse’s goals in video games are very close to the uses of rivers in real life. Origins, context and construction Large water areas Large water areas are in the majority of the open world games (The Witcher, GTA V, Just Cause etc…). Often, they are used as a border, but sometimes they serve the gameplay. Like in Metro Exodus, where the goal is to put pressure on the player, and to do that they include some water areas with aggressive monsters inhabiting them. You can see when they go underwater, but you don’t know when and where they will attack you. These monsters produce a sensation of insecurity and pressure. Combined with the poor maneuverability of the boat, the player feels like he can’t control the situation and must adapt to complete his objectives. In Arma the large water areas and watercourses allow players an alternate method of completing objectives. It links to the game design of the game, which aims to give some freedom to players with vehicles and other ways to move. One example of this is the Tanoa map, where islands are separated by the sea and players must use ships, planes... or swim. Seas and oceans are empty, occasionally used to transport goods. We can see a parallel between the games which use the sea as borders and the empty area in the ocean, the two have no interest for the majority of people but can also serve as communication roads. Life and topography We noted previously that games try to be very realistic with their topography and use it to improve their gameplay, but it often lacks something important to make it feel very realistic: life. Some animals are in Arma, such as rabbits and lambs, but there aren’t any civilians living in the cities, mountains, or other landforms. Those games are dedicated to wars, and so the battlefields are just a place to fight, and not to live. Arma and Apex Legends provide a clear vision of “realism” for these games. War isn’t something dirty, with lives or cities destroyed. It’s just a sandbox where you can “play war” with your friends, like when you were a child. And this gives a biased view of war. They tend to make players see “realistic” war games as games that tend to have ballistics, wind, and a huge FOV. Even more, it doesn’t include the uncertainties of war created by civilians: road nails, makeshift roadblocks or sabotage of team sites. This tends to make the players think that a war simulation doesn’t need civilians to be realistic. Nevertheless, the games with the most realistic part about humans are the military simulations. VBS is a good example of this type of game. To train military's, some civilians are in cities. They are autonomous and react to the environment, but their impact on the environment is non-existent. The DLC “Laws of War” from Arma 3 is an exception, Bohemia Interactive tried to put the human in the centre of the game. Despite the last part being very difficult to develop (because it’s requires very complex AI) it could be interesting to add this into games. But to make the environment credible, impacts of life could be visible. For example, in Battlefield 1 blast craters are the result of the actions of humans. Little paths or mines in Arma are created by the action of animals or humans. This produces environmental storytelling which is important to create stories and make the environment credible. As we saw previously, the human (except players and militaries NPCs) is not often represented in shooters and has a limited impact on topography. (Nevertheless, initiatives to represent the human factor exist, like “Spec Ops the Line”...) In Spec Ops: The Line it’s pretty clear to see all the influence of war in the area, building exploded, traces of previous human life which was here to show how terrible the event is. Despite the sand being mostly symbolical in this game, it shows a really good overview of how a cataclysm and war can affect humans in terms of psychology and topology. It could be a bad example because in this game everything is scripted, contrary to Arma 3 (despite the campaigns are scripted it’s still more free than Spec Ops: The Line). Context and history of the topography in-games Video game landscapes are inspired by natural landscapes, but their utility in game-design can come from literature, movies, series etc… For example, in movies like Star Wars V: The Empire Strikes Back, the swamps represent something dangerous and scary, where we can barely walk. and it’s hard to move around. The landing of Luke Skywalker, the creature who eats R2-D2, and the sinking of the vessel enhance this sensation. We can find the same feelings in Metro Exodus, where the boats are hard to handle and there are enemies both in and outside of the dirty water. These reactions can be explained by the dangerous animals we can find in swamps (Snakes, Leopards, Crocodiles etc…), the lack of visibility, and the difficulty for humans to live here. So the natural landscapes and the corresponding reactions are inspirerd by stories created by traditional media, and these stories were converted into gameplay by designers. History is also a great inspiration for topography in games. As said before, battles were mainly influenced by the topography (Waterloo might be a very good example of this, because the French partially lost because of the topology). This explains why the Topology has been a key factor in many strategy games. Many great battles (mainly in the Total War’s series) are represented in games. The point of view is different from one game to another, but the goal is the same: let the player experience the battle as if they were part of the history. And the exactitude of the topology helps a lot in immersing the player into the experience (and also rewarding them if they play the role of the loser, such as for Waterloo’s battle in Total War Napoleon). Making the topology a key factor of immersion also influences the way to maps are designed. Level design is, for sure, heavily impacted by this. The level designers have to make a historically precise battle, meaning that the battle will be unbalanced. This way to design could sound really strange but it’s actually made in a way that players have to use their game’s knowledge. But also, and it makes that kind of games pretty unique: their historical knowledge. Thanks to historically accurate AI behaviour/units. But the relation between topography and Game-Design is not exclusive to video-games. Warhammer games are precursors in the use of the topography, the magic zones, the covers, the dangerous zones etc.. add different elements to play, so each game is unique. The rules help represent what could happen in reality. For example, the more a unit is hidden behind cover, the higher the penalty for shooting at it. Nevertheless, the use of environments is limited by very precise rules which make it difficult to have different ways to play with it. Pipeline creation of realistic map Example of the production pipeline of Bohemia Interactive to create maps. (“Terrain Processor” and “Terrain Builder” are internal tools) To create a huge map inspired by real locations, developers can use the geographic data. The geo data is data of the topography. To obtain it, developers can buy, download or create it. They can buy NASA’s data. They can also ask private companies to get it for them, etc. They then analyse the data with a GIS (Geographic Information System) (which shows where there are mountains, their height, width...where the rivers are...). Data points are adapted to the game, reducing the size of the map, the height of the mountains, etc. as needed. Terrain must also sometimes be adapted to facilitate the job of AI, and the gameplay of players. Finally, the map is implemented in the game and playable content can be made with it. Conclusion During our presentation, we saw that games have two main ways to represent landforms. The first is a non-realistic one, where the gameplay is more important than landforms. In this approach, landforms are adapted depending on the game design, and those landforms are used to enhance the game design. The second way is to use the landforms in a realistic way, which means those games try to represent as close as possible the influences of the landform on the soldiers. This way sounds the closest one to reality, and those games also try to be the closest to reality, as the game design is adapted to the landforms and not the reverse. It could be a quick, logical, and quite a simple answer to say that the scientific approach of war simulations is more realistic than Apex Legends or Fortnite. As mentioned earlier, although there is a huge lack of humans in games, there is more and more of an awareness to develop games so that civilians are included. We can even cite the humanitarian aspect in, for example, the ARMA series. But this awareness is clearly a niche compared to the vast majority of shooters. And many ARMA players won’t play the add-on despite the great sales (more than 300k sales). Even though It's a wonderful initiative and well done (half of the revenues were given to the charity and it respects Geneva laws), it’s very little compared to the very large sales of Red Orchestra, Fortnite, or even Arma 3 itself, which don’t talk of civilians normally. And VBS isn’t accessible to civilians. This tends to make us think that if we want realistic landforms maybe those war simulations need to rethink their vision of war in general despite some of them (and the most famous) trying to get rid of this lifeless vision of war. Follow Remi Twitter: https://twitter.com/RemiDumas Follow Erwann Website: https://pottiererwann6.wixsite.com/erwannpottier Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://discord.gg/RqEy7rg
  8. About Reaching Perfection Missed Chapter 24? Read it here: Advertising Intro Do you have a great map that you designed that got very little attention way back in the day? How about that crazy little prototype layout that you threw together a couple months ago? Do you have goals of being an iconic figure in the level design world and having everyone enjoy your content? Then everything that you worked on will not go to waste. Quite the opposite, everything you make is crucial to your success in the future. Every little thing you do is an investment towards your goals of being a great level designer. Every little thing matters So what exactly is it you are investing? Well any content you make is an investment. Every person that you talk to is an investment. Every minute of every day is an investment in your future. One step leads to another and you are who you are today because of what you have done in your past. Do you want to make that “you” of today famous? Then you have to start thinking in terms of what you did to get to where you are and what you need to do to get to where you want to be. You remember that kid you helped back on Halo 3, Farcry, Unreal, etc? He could be the key to your success. He could be the person that tells Bungie’s Halo: Reach executive producer that your material is worth looking at. You remember that map you made 3 years ago that you thought didn’t get enough attention? Well that may be the map that tells that executive producer that you need to be working on their next game or future downloadable content. Everything is important... including those 10 minutes you spent helping a new level designer with their first map. That new designer may become your next big follower that gets you that lucky break. Time efficiency So now you know that everything you do matters. But now you need to start figuring out and deciding what your best courses of action are. Is building your map more important than helping your new friend with his map? Is responding to a private message for help worth more than trolling the forums? Is taking the time to respond to someone’s thread about their map a better investment than posting your own map in a thread? You want my opinion? Take the least selfish route. Remember the mention of learning to be selfless for advertising purposes and how you are only good to people for what you can provide for them? Well mix that with the concept of investment. That person you just sacrificed your time for just so happens to be best friends with some big shot... who knew? Sometimes you can only do so much for yourself and you need the help of others which is why investing in being helpful and selfless to others will benefit you the most. Trust me on the sunscreen. Time is money Time is money. Giving your time to others is just as or more valuable than giving those people your money. And some will see it as that and be very grateful. Giving that hour of your time to teach them to fish instead of paying $10 for a meal at Applebee’s will definitely be worth more to them in the long run. Use that never ending cash flow that we call time to your advantage. You never know when one of your selfless investments will pay off and win you the lottery. Read Chapter 26: Nurturing Follow Ray Twitter: https://twitter.com/RayBenefield Mixer: https://mixer.com/RayBenefield Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://t.co/hkxwVml0Dp
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    5 Game Encounter Tips

    Create layers over time A classic mistake to make when setting up game encounters is to allow all of the AI to attack at once without any spawn delays. The player will end up just being overrun by AI from all directions and the encounter will quickly descends into chaos. There is a good chance that most players discovering this 'surprise' will not enjoy it. The trick to any encounters is pacing, to stagger the spawning over time and create different waves that are triggered via an event. As the different waves are spawned in, the encounter can eventually build up to a crescendo event and a distinct pause. The break in the flow might seem counter intuitive, but this is the moment to look around, investigate and explore the environment. Limit attack direction Most players approaching an encounter will expect the enemies to be attacking them from one direction and will not expect attacks from multiple angles (side or flank) all at once. This does not mean multiple attack directions should never be used, but wide angle (135+ degrees) attacks should either be linked to a skill level or that the player has plenty of good equipment to cope with the situation. Often players will claim they want enemies to be smart and more intelligent/aggressive with their attacks, but there is a point at which enemy attacks from too many different angles at once can be regarded as cheating or a cheap trick by the level designer. If you are planning to attack the player from multiple angles be aware that this kind of tactic can become tiresome if used too often. Compliment attack types Most game enemies have a couple (1-2) of different types (range, melee, AoE or debuff) of attacks and the level designer is responsible for creating different combinations of the enemies with complimentary attacks to challenge the player in different environments. Each enemy individually should not be much of a threat, but once they are grouped together they should become part of a complex puzzle of different threats which the player has to learn how to prioritize in order to survive. Some group encounters are more difficult than others and that is mainly to do with how many of their abilities overlap and how diverse they are with attack types. A group of enemies which has a single attack (1 melee or 1 range) will be far easier to deal with than a group with a large variety of different attacks because of priority concerns. This is how difficult can be scaled up or down when creating encounters for the beginning or the end of a map. Roller coaster pacing Many games are built with a pacing, a distinct ebb and flow to how events unfold and an intensity to the encounters. Some games vary the rate of pacing by using different activities like using reflexes for encounters and lateral thinking for puzzles. When designing a map try to break it down into zones or bubbles of player activity. Consider each zone being a mixture of different types of encounters and try to vary the pace by having sections where there are puzzles. Remember to keep the combat away from the boundaries to each zone and don't be afraid to create empty spaces to allow players time to breath before the next climb upwards on the roller coaster. Always iterate As encounters become more complex with larger groups, multiple waves, and special events, the testing of the pacing can quickly get time consuming because the order of each new encounter will affect the overall flow. I highly recommend to start the testing at the beginning each time to make sure the encounters are balanced in sequence, otherwise there is a good chance a gameplay difficulty spike will appear due to lack of resources. *Note: This article is published in accordance with Creative Commons Guidelines Source: http://www.simonoc.com/pages/articles/gamedev_advice.htm Follow Simon Twitter: https://twitter.com/SimsOCallaghan Website: http://www.simonoc.com/ Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://discord.gg/RqEy7rg
  10. a Chunk

    5 Game Design Tips

    *Header Image Credit: Aurore Start With a Small Idea Everyone has grand ideas, projects involving mountains of details with complex gameplay systems. The problem with these ideas is that they are extremely difficult to know exactly where to start. They often involve so many different steps with such complex planning that they can easily be abandoned long before they reach a finished prototype stage. I find creating a small experimental idea using existing or placeholder assets can be the perfect way to gain momentum on starting a larger project. A small idea can also give you immediate feedback and be the perfect moral boast for when working alone or in a small group. Create Prototypes Game design rarely starts with an exact schedules or detailed project plan; it usually starts with a prototype. A short burst of inspiration to see if an idea is worth pursuing and developing into a larger (more organized) project. Never underestimate the power of prototyping or architectural/art style experiments. Inspiration is rarely a factory line or an on demand process and fresh ideas often need space and time to develop. Always set an end date or goal for a prototype so that it does not drift or lack direction and bear in mind what you are trying to achieve. Always Iterate Game design ideas are always shaped by iteration and it is highly unlikely an idea will be perfect first time around. The trick is not to be afraid of change and let ideas flow in several different directions before settling on the final choice. Many game designers rely on feedback from trusted sources or people who can articulate their issues with constructive feedback. Try to find a diverse collection of individuals who can help with quick iteration cycles. Not everyone can separate their emotions from feedback and see the bigger picture of what the idea is trying to be. Try to Avoid Dilution Be careful about 'watering down' an idea if it has gained a strong negative feedback reaction. An idea which creates an extreme reaction does not necessarily mean it is bad; it might be the implementation that is wrong. Always remember that bold ideas can be the defining moment of a game/map and should not be shied away from. The problem with dilution or 'design by committee' is once the core idea is compromised the overall quality of a game/map can lose its edge. The other side of the coin is that bold ideas can also be unpopular and create bipolar feedback. As long as you are happy not to win the popular vote then don't be afraid to pursue uncompromising ideas. Look for Patterns in Feedback There are many different types of feedback to consider when looking for advice on game design. The trick to understanding feedback is being able to filter out the opinions from the constructive advice. It is not easy to divorce emotion from feedback, but allowing time between reaction and response is always a good idea. One way to spot good advice is to look for feedback that forms patterns, advice which is similar or repeated by several different people. If many people are experiencing the same response there is a good chance that the presentation or implementation is wrong for the target audience. Even though feedback can be passionate and destructive it is by no means all bad as people will often only be bothered to create feedback when they care about something. The classic bipolar response of "I hate" or "I love" can be frustrating but this is better than no response at all. Some of the best games are often communicating to us on an emotional level which can generate such strong responses and this is what great games are all about. *Note: This article is published in accordance with Creative Commons Guidelines Source: http://www.simonoc.com/pages/articles/gamedev_advice.htm Follow Simon Twitter: https://twitter.com/SimsOCallaghan Website: http://www.simonoc.com/ Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://discord.gg/RqEy7rg
  11. Follow Game Makers Toolkit Youtube: https://www.youtube.com/channel/UCqJ-Xo29CKyLTjn6z2XwYAw Twitter: https://twitter.com/gamemakerstk Patreon: https://www.patreon.com/GameMakersToolkit Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://discord.gg/RqEy7rg
  12. Level design is its own kind of playful art: part theatre and part architecture, you’re making spaces to challenge and delight other people. With the release of Super Mario Maker, Nintendo wants to encourage fans and players of all ages to try making their own game levels, opening this art to brand-new audiences. But a good level is about more than placing familiar objects on the screen. To help you get started, we asked 7 professional game designers for their best level design tips. Whether you’ve never made a level before or you already have some experience making games, their easy-to-understand advice is sure to help you get on the right track. TRY STRUCTURING YOUR LEVEL LIKE A STORY Many of the best Mario levels rely on narrative beats for structure. Start by drawing the player in with an inciting incident (a thwomp falling out of nowhere?)—it can include a key mechanic or theme that frames the rest of the level. Then, develop it. Think of different ways to use the mechanic or theme, and then challenge the player to get better at dealing with it. (Multiple thwomps, thwomps between pits, thwomps on pipes?) Start simple, and only add complexity after the player has proven they understand. Then, after you've built to the climax, try a third-act twist to cap off the level or turn the idea on its head. Make a joke (Thwomps pestering you all level? Have one fall into a pit!), invert the mechanic (Mario rides on top of the thwomps to the finish!), or try something different to make the last moments memorable. —Lena Chappelle, game designer/composer, ArenaNet PLAYERS SHOULD ALWAYS KNOW WHERE THEY'RE SUPPOSED TO BE TRYING TO GO Try using coins or other pickups as "breadcrumbs" to lead the player toward where you want them to go, or to hint at secret detours. Have people play your level often, so you can see exactly where players are likely to get lost or confused. —Kim McAuliffe, senior designer USE BOTTLENECK MOMENTS (DOOR FRAMES, EXITING A STAIRCASE/ELEVATOR, THIN HALLWAYS, ETC) TO CONSIDER WHAT INFORMATION YOU ARE PRESENTING TO THE PLAYER These are rare moments where you know exactly where the player will be looking, so use it to your advantage to support the narrative and/or the gameplay objective. —Beth Beinke-Schwartz, level designer EVEN IF YOUR LEVEL IS LINEAR, YOU CAN NEVER ERASE THE PLAYER'S FEELING OF BEING LOST Give hints and clues about the paths and choices available using things like color, lighting, or positioning in the frame/space. The goal is to make players feel smart because they chose correctly... even if there actually was only one path forward. —Laralyn McWilliams, senior designer, producer and director THINK ABOUT RELATIONSHIPS BETWEEN OBJECTS, NOT JUST THE OBJECTS THEMSELVES Put some elements near each other, look for a fun interaction, and try to design a way for the player to discover it for themselves. —Erin Robinson, game designer (Puzzlebots, Gravity Ghost) YOUR LEVEL IS PROBABLY TOO HARD You've played it dozens of times and you know the secret to beating it quickly. As you built your level, you might have started getting bored with your puzzles and you tweaked them to make them more interesting to you. By the time you finished designing the level, it's probably gotten too hard for everyone who hasn't already played it 100000000 times. My old boss used to say, "Reduce difficulty by 30%. And if you think you've already done that, reduce difficulty by another 30%." Some frustration in games is needed, but too much frustration makes people quit. Try starting levels with a win or positive moment for the player—let them take on a few easy enemies, or do a couple satisfying hops that lead to a reward. That way, you earn the player’s trust before you start turning up the heat. —Dana Nelson, Kinda Sweet Studios (formerly Lead Game Designer at Popcap and Lead Level Designer at Playfirst) BUILD A LOT, AND THEN CULL YOUR COLLECTION Become a curator for mechanics. Be prepared to trash about 1/3 of your ideas and content. If a puzzle or level doesn't give the player an "aha!" moment, ask yourself why you have kept it. —Molly Proffitt, Ker-Chunk Games (PrinceNapped) Source: https://boingboing.net/2015/09/11/want-to-create-mario-maker-lev.html *Note: This article is republished in accordance with Creative Commons Guidelines Follow Leigh Twitter: https://twitter.com/leighalexander Website: http://leighalexander.net/ YouTube: https://www.youtube.com/user/leighalexander1 Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://discord.gg/RqEy7rg
  13. Follow Skarfelt YouTube: https://www.youtube.com/channel/UCAIxg5tQChTd_XiqYLzwZig/ Twitter: https://twitter.com/TeslaSkarfelt/ Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://discord.gg/RqEy7rg
  14. a Chunk

    Gunplay

    Chapter 1: Hear me out Going as far back as the Halo trilogy, and especially in more modern games like Destiny, the aptly named Modern Warfare, and even Apex Legends, it has been commonplace to refer to all facets of the 'shooting' in one of these games as its gunplay. Which, in and of itself, is fine - vague and generalized word use is very helpful, and allows us to get complicated ideas across quickly when we’re trying to touch on larger points. For that reason, I don’t go around grilling people who don’t use perfectly accurate verbiage at every turn. However, more often than not, when I hear someone specifically refer to gunplay, I don’t think they mean what they think they mean. Perfect examples came out of the recent COD Modern Warfare. We all know that game has problems, and we’re not here to discuss them… but in reference to the game, you'll constantly hear “Yeah that game is really campy and the maps have too many windows and doors, and it’s really too bad, because the gunplay is just "so good". This same idea is communicated in and around plenty of other games, and is regular speech for an FPS player. Inevitably, the first thing that shoots into my head is, what do you mean 'good'? Yes, I completely agree that it feels good to shoot in Modern warfare. The hitmarker sounds, the weapons sounds, the animations, the screams of my dying enemy, even the smoke coming from the barrel of my gun contributes to that effect. The score that pops up after a kill, the guitar riff that plays when I level up. There are endless layers of feedback that all make me feel ecstatic, but at the end of the day, that’s just how I feel, not how the gunplay in Modern Warfare functions. And this is important, because how gunplay functions does contribute to how a game feels, but not in the sense we’ve already described. First of all, mechanics, in the long term, can create a meaningful fulfillment and feelings of personal growth as we understand and even master them. Then, these skills become practical, climaxing when we put this to use effectively, which is immediately satisfying. This whole paradigm is NOT as simple as "short term vs. long term satisfaction". Some of that instant gratification does come from mechanics, some comes from sensory stimuli, and the two can be distinguished. The former version of instant gratification, mechanical fulfillment, is one reason why watching great players is so fun. You get to feel some of that sweet second-hand dopamine as you watch them succeed in ways you only wish you could, even if you haven't seen the meaningful journey of practice that went into being able to play like that. While feeling is the word I’ve chosen to use within the context of this effect, as well as the former effect, when I describe them, they are obviously very different. One is pleasurable, and the other is meaningful, that is, earned, and therefore pleasurable. When you refer to a game in the way I described earlier, where our imaginary person attempts to diagnose the pros and cons of Modern Warfare, it seems like what is unknowingly being referred to is mechanical function. Just reflect on that quote from our imaginary MW player. First, he talks about the gameplay, the camping, then he talks about the maps, how they have too many variables, and finally gunplay. Context points to a conversation about mechanical function, but upon further questioning, most I've interacted with are almost always thinking about how the gun looks and 'feels', and not as a result of difficulty or cultivated skill, but as a result of punchy hitmarker sounds and realistic blood splatters. To explain it once more, and perhaps in a simpler way, imagine any shooter, but the gun models were replaced with inanimate bananas, and there were no weapon sounds or effects. Would it 'feel' good to shoot? In one sense, no, because there isn’t any convincing feedback. In another sense, the functional sense, it would feel no different than it does now, because weapon models, animations, and sounds are all just sensory stimuli. The game would play exactly the same way. Same kill times, same recoil patterns, same flinch, same mechanics to master. A game that all too often receives this treatment is Destiny, but it’s understandable. It is so unreasonably satisfying to shoot a hand cannon in that game, that it’s hard to separate how destiny’s gunplay feels and how it works. Which again, how it works does contribute to the feel, just in a different sense. And I’m going to use destiny as an example of why it’s so important to separate in your mind these two facets of shooting as a designer. If we are to look at destiny, on paper, without the seductive visuals of the dreaming city or my homegirl ada-1, you might be surprised of what we actually find. Many times Destiny has been compared to Halo, but when you really look at it, you will see that Destiny, in reality, will reveal itself. The first thing to look at would be your players movement and strafe within Destiny. Yes, there are plenty of advanced movement options, but the lack of mid-air accuracy successfully grounds players for most gunfights, so as far as gunplay is concerned, these are separated. So then, next, we can look at the players strafe. How good is it? Well, it’s not that great. Even with a max mobility build, it’s not very effective. The insanely high bullet magnetism within Destiny can’t help, but I digress. Most combat is grounded, and the strafe is of little effect. Next, we can look at weapons. Almost all weapons are hitscan, and what is projectile usually (99 times out of 100) tracks your target. For the sake of making a point, humor me, how about the maps? Well, with Destiny 2 especially, we see nothing but Treyarch-like 3 lanes, and flat ones at that. This is starting to sound familiar... The last facet to consider would be any system baked into the mechanics, like descope in Halo. Well, Destiny doesn’t have descoping, but it does have hefty flinch, or aim punch as some call it, where enemy bullets cause your aim to jump about and render your gun inaccurate.. Not only is a strong flinch present, but most weapons are also inaccurate when fired from the hip... Okay, so considering all of this, why does it feel like Halo? Well, as far as I can tell, it’s almost exclusively because of the time to kill. This is where Destiny is closest to Halo, with an average TTK of around 1 second. And so, even though we may feel there is a connection to Halo, and there is, when we parse through the mechanics one by one, Destiny isn't "just like Halo". In reality, it's a lot more like a Call of Duty game. I trust you see what I mean, reader. You're a smart guy. You know that there’s usually more than meets the brain when it comes to this stuff, and I'm sure you'll agree it to be extremely important to look under the hood before we make claims about how good or bad a mechanic is. You probably already know this, but this thought process can be applied to anything, in order to separate the superficial from the real, and not just with gunplay. Chapter 2: Shoot me And, while we’re here, I’ll expand on what I personally find to qualify as ‘good’ functional gunplay. Right off the bat, the suffix of gunplay, play, assumes the presence of, well, play. In other words, some sort of give and take. Some sort of interaction. Going back to Modern Warfare, the games functional gunplay consists of very little give and take. You essentially put the crosshair on your opponent, and click. Attachments combined with the mounting mechanic will often completely nullify recoil, and most COD players already know instinctively to aim at center mass to prevent flinch from knocking them off target, because flinch will severely punish you for aiming at the head by making you miss entirely, which means you never really should go for headshots unless someone isn’t looking at you. All of this, by extension, is less opportunity for 'play' within your shooting mechanics by discouraging the player from aiming at the crit spot. Now, with the games near instant kill times in mind, and the distinct lack of any strafe, again, the game is essentially point, click, and move on. Yes, technically, there is some gun play, some give and take, as you still have to do the aiming, with a little bit of recoil to account for. To that I would say, if the only requirement for good gunplay, functionally speaking, is the generalized presence of aiming, then every shooter ever made would qualify as having ‘good’ gunplay. No, this can’t be the bar we set, I think we can do better. The first way we can do better is with projectile based weapons. Projectiles, while harder to use, are just as accurate as hitscan. The obvious difference being that one must aim ahead and utilize his spatial awareness to account for bullet travel time in order to land shots. Many have said that projectiles are "messy", and that hitscan is the cleaner choice, but projectiles, assuming no other factors are involved, are perfectly accurate. There’s no loss of control as to where your bullets land, they’re just harder to land. Instead of aiming here, you aim 'there', in accordance to your projectile speed and how fast the target is moving and in what direction. This introduces a layer of play, not only within yourself as you master spatial awareness, but when considering projectiles on the slower end of the spectrum, like rockets in Quake, this starts to introduce a layer of play with your opponent, as he can preemptively move away from, and sometimes even react to, the projectiles as they travel, which you then have to adjust for in the future. This becomes an adjustment which your opponent can predict, and then play around, and the cycle of 'mind-play' repeats. Not only are projectiles an incredible source of depth in our games, but they also solve what we could call the 'problem of ranges'. Look, every game is made with target ranges in mind, which is why we often see damage fall-off implemented into games like overwatch and Destiny. This is needlessly frustrating, as it’s next to impossible to predict just how much damage my shots will do. And the question does need to be asked, if I’m landing my shots, why are my bullets arbitrarily doing half damage, and when I take a few steps forward, now full damage? What if I only took one step forward? Or half a step? With this system you inevitably run into these thresholds, which can’t really ever be predicted. You have a vague idea of how close you need to be with a hand cannon in Destiny, but It’s not like there’s a ranger meter in my UI telling me how far my enemy is from me, and so even after hundreds of hours of practice, it’s still impossible to always grasp exactly how much damage I can do. I can’t ever really know. Now THIS is what I call messy. On the other hand, projectile weaponry doesn’t require damage fall-off to keep fights within certain ranges, as the travel time of a projectile inherently makes shooting at players who are further away, harder. Once implemented, the developers need only tune how fast the projectiles will travel, until his or her idea of the perfect median encounter range is found, while still allowing for an excellent player to deal full damage if he can land those difficult shots at range. Seriously, God has handed us the perfect design solution via physics, so why are we so apprehensive to utilize it? Moving on, I believe that we can also do better with the player strafe and movement in our shooters. It’s hard to determine how fast is fast enough for base movement speeds, or strafe acceleration. Do not assume that more is always better. In fact, some games will sport such extreme abilities that the rest of the game starts to fall apart. For example, I can spend a year meticulously designing a Titanfall map, just to have someone grapple across it in one go and completely nullify the level design. Now that's frustrating. I think there's a balance to be struck here. Simply put, I just want to be able to avoid damage. My goal is to always allow the player to live and succeed, even with 1 health point. If play is an interaction, I want to be able to interact with my opponent as he shoots at me. Standing in place and seeing who wins as determined by the whims of flinch should not qualify as gunplay (looking at you, PUBG). The way I see it, my own gunplay is only half of the 'play'. The other half is how I am interacting with my opponent with my strafe, and larger scales of strafe like general movement, geometry manipulation, and advanced movement options. This is about as far as I can go within the context of this topic, because I would have to start introducing specific mechanics from specific games into the discussion to take it any further, and I don’t want to go that far. You get it. Next up, we can do much better with the likes of recoil, spread, and bloom. Randomness doesn't work, because any random penalty is incredibly frustrating, as I know it wasn’t merited by the other player and wasn’t a result of an honest mistake on my part. There’s nothing I could do about it. On the other hand, any random benefit is devoid of meaning, as I know I didn’t earn it, and therefore have nothing to be proud of, and nothing to learn from the win. With that in mind, predictability is key when talking about these things. Recoil, you're up. Some games, especially some PC games, are very heavy handed with the recoil. I’m not the biggest fan of recoil, but I would totally respect it, and do totally respect it, if and only if recoil patterns are predictable. Pulling your thumbstick or mouse down at a rate proportionate to your weapon rise, all while tracking your enemy, certainly is a skill. The problem arises (pun intended) when games, often for the sake of realism, introduce random recoil patterns, and especially horizontal recoil. Even the ‘random’ vertical recoil patterns in games aren’t truly random. That is, they have a general direction. A predictable unpredictability. Horizontal recoil, however, is not the same. Unless there exists a weapon with horizontal recoil that tends to only one side of the weapon (which doesn't exist), horizontal bouncing is entirely uncontrollable. It changes directions radically. Even if you knew when the recoil would bounce left or right, we just don’t have the reaction speed as humans to cancel this out on the fly, which means I don’t have control. To put it as simply as I can, that’s why everyone hates the Flatline and Spitfire in Apex Legends. Spread… oh man. Spread is a tricky one. First of all, it should go without saying at this point that random spread is never good. Hitting your shots is not a rewarding experience when you know it’s random, and missing is just annoying, because it's not up to you. So, what then entails a perfectly predictable spread? Honestly, the shotguns in Apex Legends and Gears of war are the only examples I can think of at the moment, and I don’t think there’s a better way of going about it without changing how the weapons themselves fundamentally work. Fixed pellet placement. Hipfire spread on non-shotgun weapons, on the other hand, is a different beast, especially when sustained auto/semiautomatic fire is in question. We all know how annoying it can be to die to someone with a spray weapon in an FPS, hip firing his way to victory. This is true for almost any game, Key word being almost. Think on Call of Duty, where your killcam reminds you of the clueless player that just bested you, as he hipfires and hits all headshots, likely on accident, leaving you saying “ah come on, he just hip fired me!” Let's create our own weapon to use as an example, in the image of all militaristic shooters. We'll call it the… D… the D-78... the D-789 Reaper or something. Nice and boring, just the way developers like it. Now, of course this weapon, while aimed in, is pinpoint accurate. While hipfired, however, the spread becomes a cone. While this cone is no longer pinpoint accurate, all of the bullets will land within the cone, which means, if the cone is about the same size as the enemies hitbox, that all of the bullets within the cone will land. It’s like your bullets become 50 times their normal size, while being just as effective. I know that's not always true, it varies, but bear with me. Now, imagine shooting at someone with this cone vs. aimed down sights. Rather than aiming in, wouldn’t it be easier to hip fire, and always have at least part of the cone on target? Yes, and paired with random spread, this means the chance for perfect accuracy with much less effort required. It’s easier to always be partially on target while using a flashlight instead of a laser pointer, which means you almost always have a chance to hit. In this scenario, hip firing is easier, and potentially just as effective as pinpoint accuracy while aiming in, which is why we get frustrated. It’s inherently easier, partially random, and depending on the game, is almost just as rewarding as aiming. After all, the saying is risk vs. reward, not... less risk, similar reward. The solution to this one of two extremes. Either you can make hip fire on the R-765 Dynasty, or whatever it's called, unusably inaccurate, or make it perfectly accurate. Let's think. Making hip fire spread worse will make it less rewarding, and therefore not as frustrating as often… but at the same time, will crank up the random factor, and make it all the more annoying when someone does get lucky with the hipfire. Not good. The alternative, perfectly accurate hipfire, may just completely solve the issue at hand. No randomness, and hipfire is no longer inherently easier. Hmm… think back, we don’t say “ah, he just hipfired me!” in Halo, do we? In fact, noscopes with certain weapons are considered harder and more impressive! If you then want to incentivize aiming in while keeping hipfire predictable, you could even add something like increased recoil to hipfire. Not random recoil, but increased recoil. We're killing it! Design is easy! Finally, while I hate to say it (that's a lie) we could just do away with bloom. With the recent launch of Halo Reach on PC, this is just in time. With bloom, your shots become increasingly inaccurate if you shoot quickly, which encourages you to pace your shots, and rewards the patient. Or at least, this is what it proposes to do. In reality, it forces you to pace your shots, lest your bullets become forfeit to random spread, while it often rewards the goofball who just spams his trigger and gets lucky. Once again, the problem lies in the unpredictability. The defenders of this mechanic always say “well I like bloom, because you have to pace your shots” and while patience may be worth rewarding generally speaking, it’s not a reward if it’s forced on you. And more than this, the random spread that comes along with this fake patience is just not worth it. Again, I like it when I’m watching a Quake duel, and patience wins out over the other players aggressive play now and again. That can be cool. Bloom, however, especially in reach, is a terrible implementation of that idea. All right! That's all I have to say about Gunplay today. Keep in mind, the scope of most of these arguments will inevitably be limited to what we see in shooter orthodoxy. To many of these questions and proposals, I would personally just get creative, and make entirely new weapon archetypes and entirely new games and systems. But, within the trends that define almost every modern shooter, these were my thoughts. Thanks for reading! Follow Westin Twitter: https://twitter.com/_Xandrith Website: https://westinkoessel.wixsite.com/portfolio Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://discord.gg/RqEy7rg
  15. Follow Adam YouTube: https://www.youtube.com/user/Thefearalcarrot/ Twitter: https://twitter.com/thefearalcarrot Patreon: https://www.patreon.com/ArchitectofGames Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://discord.gg/RqEy7rg
  16. a Chunk

    Mario Maker Workshop

    We have another learning opportunity from the community to share with you. And community is really the key word here, as this opportunity is heavily focused on community interaction and feedback. It offers a great chance to connect with like minded people, share your work, and learn from one another. What is it? The Mario Maker Workshop (MMW) is a free, online game design school that operates like a community. It uses Super Mario Maker 2 as a platform to rapidly test and share ideas. The workshop will teach level design and game design lessons using a unique communal learning method. Who is it for? Our workshop is is primarily designed for two types of people: Players who aspire to create the best Mario Maker courses. People who are serious about improving their game design skills. Our lessons are a foundational course on Mario level design while also applying to game design in general. What do you do? Any time you play Super Mario Maker 2 you can contribute to the workshop. Whether you play random levels, make levels, or play levels from other participants. Each week focuses on a different design lesson. (20+) Workshoppers play, analyze, and give feedback on each other's levels. Complete fun and challenging assignments designed to teach design concepts. Dig deep into game design reading material (for game designers) Discuss course ideas and game design on our Discord. Interact in our weekly workshop recap twitch streams. Contribute as much or as little as you want. Come and go as you please. There's no long term commitment. Always have fun. Learn more about the workshop here: http://designoriented.net/MMW.html Access the lessons here: http://www.designoriented.net/lessonhub.html Follow Design Oriented Twitter: https://twitter.com/designoriented Website: http://designoriented.net/ Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://discord.gg/RqEy7rg
  17. Follow Nick Popovich Twitter: https://twitter.com/nickpopovich YouTube: https://www.youtube.com/channel/UCr4CsSQsFzaVTMR2HzPLUhw Website: http://www.monomipark.com/ Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://discord.gg/RqEy7rg
  18. The more ‘open world’ video game environments get, the more navigational paraphernalia get foisted upon player shoulders. Maps, markers, checkpoints, radars, and HUDs persist on the screen and faithfully point towards where the game intends you to go next. There’s nothing wrong with map-based navigational aids: they streamline gameplay and provide helpful markers for posterity in truly open-world environments. But if we are to look at games as tools that foster exploration, immersion, and pattern identification (and we should), then overt navigational aids carry an air of spoonfeeding, at times disrespecting player intelligence and reducing challenge. One game franchise that doesn’t feature maps is the Uncharted series. Although these games are linear, the levels are still sizable and it’s easy to get lost or take wrong turns. But the players rarely do so. Naughty Dog brilliantly uses environmental cues to guide the player along its levels without them even realizing it half the time. Let’s look at the elements they use… Weenies This term was coined by Walt Disney and is in splendid effect in all Disney theme parks. Weenies are basically architectural or visual magnets that draw people towards them (usually towards where the park designer wants the to go). Magic Kingdom has Cinderella Castle. Epcot Center has Spaceship Earth. The Animal Kingdom has the Tree of Life. And so on and so forth. People can see these structures looming over their line of vision from anywhere in the park. They provide navigational grounding and a ‘place to go to’. They are always situated at the center of the park, so that people visit most of the attractions along the way as they head towards the weenie. All four Uncharted games use weenies regularly. There’s always some temple, castle, tower, or marketplace in the distance that your in-game partners point out at the beginning of the level, and that you spend most of the level traveling towards. French castle in Uncharted 3 Another Uncharted 3 weenie Tower in Uncharted 2 (I don’t know why the lights are still on) Radio tower weenie in Uncharted 3 Blinking light weenie in Uncharted 4 Island weenie in Uncharted 4 Naughty Dog have used weenies in their other magnum opus series, The Last Of Us, as well. Like dependable North Stars, these weenies successfully guide players lost in digital seas. Light In the book ‘100 Things Every Designer Needs To Know About People’, Susan Weinschenk writes about the importance of central and peripheral vision. As the first thing people see, central vision should ideally encompass the critical elements that the designer wants the player to see. Peripheral vision acts as a context-setter and validator of central vision; if the elements in peripheral vision are dissonant with those in central vision, the player’s mind jars and the designer-player communication link breaks down. The Uncharted games use light and central vision to their advantage. In levels with darkness (and some without), light is strategically placed in the player’s central vision as a marker for progress. For example, when you explore the cavernous London underground in Uncharted 3, floodlit tunnels point you forward. Like so Or when you’re breaking into a Turkish museum to ‘borrow’ a priceless lamp, light splattered on the walls highlight where Flynn plans to use his grapple rope. Naughty Dog definitely thought ahead These light-based markers are even more important in levels where speed is paramount, such as the flashback chase sequence in Uncharted 3. As young Nathan races up the stairs to a locked door, the camera angle brings a small window above the door (with light streaming from it) into focus, and players instinctively jump through it, congratulating themselves for a quick and smart choice. Little do they know of the deliberate design choice that made the choice for them. Color In the ‘100 Things…’ book, Susan Weinschenk also talks about a concept called chromostereopsis, the color combination in two-dimensional pictures that acts as a visual illusion and gives a perception of depth and contrast. Although the Uncharted levels are certainly not two-dimensional, color contrast is cleverly used to bring interactable objects into focus. Naughty Dog seem to be fans of yellow. In detailed levels where objects that can and cannot be ‘grabbed’ are tough to distinguish, yellow is usually a good indicator to take that leap of faith. For example, in the memorable opening sequence of Uncharted 2, yellow rails underneath the hanging train are more often than not the places you need to jump to. The pirate ship levels in Uncharted 3 are a veritable sea of yellow. The bars you’re on are yellow… …and so are the bars you jump to Here’s more… …and more The best place yellow came to my rescue was in these levels. In one particular stage, right after two long fight sequences that involved swimming and ship-jumping, I was stranded on a platform with no idea where to go next. I snooped around an oblong yellow bar, and lo and behold. I just had to push a crate attached to it so that it lowered and made a forward path. The yellow bar showed me… …the way forward Motion The eyes focus where they see motion. The Uncharted games use this trick fairly subtly, both as foreshadowing tools and navigational guides. In the Uncharted 2 opening, Nathan wakes up battered and bloodied on the seat of a train. He looks outside the window and sees snow whipping past it, sideways. Why sideways? Because the train is hanging off a precipice, as he finds out a second later. The motion of the snow is a great touch of detail that adds to the overall awe of this opening. ‘What…?’ is right Or take the previously mentioned flashback chase sequence in Uncharted 3. When young Nathan jumps onto a rooftop, suited goons cut off his path from the left. Where does he go? Barely visible on the first playthrough, a flock of birds take flight as soon as Nathan lands on the rooftop and flee towards the right. The players’ eyes follow instinctively and they turn Nathan right without even thinking about it. And of course that’s where they have to go. Using motion as a navigational aid Pretty neat. Affordances A final word on ramp-shaped aids that Naughty Dog use regularly in chase sequences. Player mental models are well developed enough to know that when they see a ramp, they move towards it and jump off it. Ramp-shaped stairs in Uncharted 4 Jump off the ramp and onto the lampposts Ramp during chase sequence There’s plenty more to dissect from each Uncharted game, but I’ll leave it here for now. Let me know if I’ve missed something out or got something wrong! References (for screenshots and content ideas) Game Maker’s Toolkit: https://www.youtube.com/watch?v=k70_jvVOcG0 Game Design Conference: https://www.youtube.com/watch?v=P4uPwhSqW8Q MrSkillToKill2: https://www.youtube.com/channel/UCJDeaCeM4QtBG3jE2QysFAg *Note: This article is republished in full on Next Level Design with permission from the author. Source: https://medium.com/@abhishekiyer_25378/how-the-uncharted-games-implement-player-navigation-8a6d12733de0 Follow Abhishek Twitter: https://twitter.com/Nickspinkboots Medium: https://medium.com/@abhishekiyer_25378 Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://discord.gg/RqEy7rg
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