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A Closer Look At Level Design In 2011's L.A. Noire

Level Designer Peter Tunik shared his analysis.

As Peter noted, analyzing games and discovering existing solutions when creating locations is a valuable practice for developers. He chose the third-person neo-noir crime thriller L.A. Noire as an example, highlighting design approaches where a mix of traditional level design techniques and unconventional solutions truly shines.

One of the standout features of L.A. Noire is its use of navigational signs inspired by real-life design. For example, in the police station, players can navigate between rooms, entrances, and exits using standard office signs with names and arrows, along with plaques on doors. This approach not only provides a practical means of orientation but also boosts immersion as players project their real-world experiences into the game world. It's an effective solution that helps players easily navigate.

Open worlds or large environments often face the challenge of guiding players to the right path or highlighting areas for exploration. In L.A. Noire, this is addressed through color-coded door handles. Doors that can be interacted with are marked by golden handles, making navigation easier and helping players focus on key actions without confusion.

At first, it might seem that the background music in L.A. Noire plays a minor role, but Peter argued that it's, in fact, a crucial element of location exploration. While investigating an area for clues, subtle and calming music plays in the background, signaling that not all items have been discovered and further searching is needed. When the music fades, it indicates that all relevant objects have been found, signaling that it's time to move on.

The game partners also actively contribute to solving crimes and assist in locating clues. By stopping at places that might hold important leads, they help guide the investigation forward.

In conclusion, Peter emphasized that the navigation in L.A. Noire is both logical and easy to understand, which is one of the most challenging aspects of level design. However, it's executed brilliantly in the game, allowing players to navigate smoothly without losing focus on the main plot.

Read the original post here and check out Peter Tunik's LinkedIn for more level design breakdowns. Also, join our 80 Level Talent platform and our new Discord server, follow us on InstagramTwitterLinkedInTelegramTikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.

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