Hi all,
Can anyone recommend some general level design training material?
I’m not looking for specifics, but just general information about how to improve.
Thanks
Mat
Hi all,
Can anyone recommend some general level design training material?
I’m not looking for specifics, but just general information about how to improve.
Thanks
Mat
Would the tutorials be about technical aspects or more about design in general? It could be difficult to tutorialize general design, as it depends so much on the game. I would also love to see some tutorials either way. Designing levels is really where the rubber hits the road.
I don’t know of any tutorials, but I’ve seen/read quite a lot about making them, and it leads me to believe it’s as much art as science.
I also think that the game mechanics play a huge role in the design. Designing an FPS is quite different than designing a 3D platformer, even if you use the same art assets.
Googling for “level design tutorials” comes up with a lot of stuff.
My friend works as a level designer and according to him there unfortunatly isn’t much decent stuff at all to be found on this craft.
Thanks for the response. I was personally looking for general tidbits of helpful information, rather than technical information, though any technical insights would also be helpful, like effective lighting techniques for levels etc.
I’m looking for tips for my racer. I’m currently modelling a level for a high-speed racer and thought it would be useful to get some insight before I delve into it.
Thanks
Mat
Well there’s always this site. Has tons of great things to read to pick up the craft of level design.
The Art of Lighting another skill you gotta just get in there and mess with lighting setups and colors/intensities/ranges. See what works best for your idea and level. When it comes to lighting its good to read up on techniques such as light rigs and color theories. You’d be suprised how the older techniques and styles still translate to 3d very effectively.
To me Level Design isn’t put that box here, put that tree and plant there. It really is a skill that you only pick up thru experience and repitition. You can only watch and read so many things on the subject. Up to you to just jump in there and start creating your own look and feel to your level. Come up with a layout get out the old pencil and paper and draw out a layout that your thinking in your head. WAY easier to do it on paper then try it in a 3d program. What I always do first on some of these levels I do. Easier to make mistakes on paper then spending hours creating something that is not gonna work or look good. Try it out.
-Miguel
Always remember Amazon.com is your friend:
-Will
Level design is definitely more of an art than a science.
I can’t offer links to any additional tutorials, but I can offer some advice from my own experiences in level design – I built a number of areas in the fan-made remake Ultima V: Lazarus, and I was a level designer on Max Payne 3 (I left long before the game was released and the level designs changed significantly by release).
Determining a level that has a believable layout while still remaining fun to play is a process that requires an iterative process of design and play-testing. This varies somewhat based on the type of game that you are designing. A Super Mario Bros type of platformer (whether 2D or 3D) is much more about navigating environments that are interesting, challenging, and fun than it is about creating an environment that the player feels could actually exist.
One of the first lessons that you’ll learn is that real-world spacial dimensions often don’t feel right in a 3D game with a 1st-person or 3rd-person over-the-shoulder camera. Many indoor areas will feel very claustrophobic and it is hard to move around. The 3rd-person camera will keep getting stuck on door frames and running into walls and ceilings.
When designing a level, it’s important to draw a distinction between the roles of “Level Designer” and “Environment Artist,” even if you will be taking on both roles yourself. In addition to prototyping your level designs on paper, you should be starting out by building all of your levels as “grey boxes” – simple geometry that you can throw together and change very quickly. Don’t put in any environmental objects that aren’t part of the gameplay. Get a good sense of the physical space of your level and develop the gameplay in this grey box. Adjust the layout of the level as necessary. Keep playtesting the level, and let other people playtest the level and give you feedback.
Don’t focus on making your level look pretty until you have the core gameplay firmly worked out. You will waste untold hours of time if you build an awesome-looking level before getting the gameplay elements in place.
I am very surprised that no one has posted this.
There are some people there that Use Unity3D.
Very awesome place for level designers!