Really cool in VR, but I wish the camera would be locked to the cart, so that it felt like I was sitting in it. Now when the cart moves, the head does not follow so it feels like I'm just floating with no contact with the cart.
this is very inspirational. I love the look and feel of your environment
Nice ad Amazon but can we please at least have some cool behind the scene screenshot and informations instead of the regular Media tab of the official website ?
Max Pears allowed us to repost his article about Level Designers needing to do more research before starting work on their levels.
I hope everyone is doing well and enjoying either a game that they are making or one that they are playing! I have been thinking about what to write about, what deep design philosophies can I share with my fellow devs? So many wise thoughts and the one I landed on is
“Where is the Toilet?”
Now you may be thinking “What the F*** does this have to with Level Design” and I am glad you asked, even though I did not like your sass there. When I ask this question I am asking about the research you have done before building this level and also where is the toilet in your level.
(The ‘where is the toilet part’ may not apply to all games or levels)
In case you hadn’t guessed this post is going to be about Level Designers needing to do more research before starting work on their levels. I know this sounds like an obvious part of level design but I see a lot of young level designers go in and making the level instantly without much thought. I too was guilty of this when I was younger as well.
Now when creating anything, the blank screen can be the most intimidating thing ever! We have all been there staring at the screen thinking, “where to begin?” well the answer should always and I mean always…….. No back chat here sonny Jim.
So what research am I referring to for level design then? First think of the theme of your level, such as Victorian, utility, native, and also the location of your level as well. A house out in the mountains of Alaska will be designed different to a house in London’s city centre. Gather as many reference pictures as possible for your research.
One of my leads (Daniel Molnar, great guy and very intelligent level designer) said to me,
“Only when you have 100 pictures, do you start to understand the space”
And true to his word he would not let me touch the editor until I had enough pictures, an understanding of the space and how it worked. Thanks to Dan I made a great sewer level and now know the stages of the sewage processing system. So ever since that I ALWAYS try to make sure I make time to do my research, sadly I do not always get as long as I want but I do make sure I have enough pictures to help me create a picture in my head.
Now that you understand the location of your level and the theme you want to start looking into the architecture of these buildings and areas. As level designers, we should be looking at architecture regularly. (A cool article on what it was like for architects to work on video games). Look around the room you are sat in now, and see how many indents, angled corners and other shapes there are which make your room Not a box. Once you start to research these things you will start to pick this stuff up.
One thing which is noticeable with inexperienced LDs work is all the rooms are boxes.
Architecture is where we see a lot of real level design work every day. How their structures of these buildings affects how we move through them, the layout of rooms, what rooms they have in these buildings, space certain rooms may need and how the flow from one room to another works.
One of my favourite things to research is floor plans of buildings.
Each of these layouts will be different depending on the theme and will obtain different items as well due to the theme. These will not only help influence your design but also help your artist (or artistic side depending on how you are working) understand how to decorate your level and may possibly help you guys come up with interesting methods to signpost.
Another reason is you never know what you might see, which could inspire your design and provide you with something even more incredible.
Now for example look at this power plant, which in my opinion is super cool, this top catwalk is interesting as instead of the bridges connected maybe the player has to rotate them from the ground floor to get them to join. With all these layers and sections, it looks like a great area for traversal. Being able to go up, around and under this area is amazing.
When it comes to white boxing your level you will be able to show these images to your artist and they will be able to understand what you mean by those giant boxes. “Pictures speak a thousand words”.
If you were to put a twist on this power plant and to make it feel like a maze, then now you want to start researching what? Mazes! 10 gold stars (Sounded way more patronising than I meant it to be).
So now we can see that there dead ends but also viewpoints to allow players to find their bearings. When designing this level we can add vantage points for players to scan the area for clues, maybe even have loot/collectables in certain dead ends to reduce player frustration and reward exploration.
Summary on why research/reference is important:
Give you a better understanding of what is believable in this theme.
Provide an idea for your artist on what you want.
Inspire your design choices
Where is the toilet?
Now onto the second part of the blog (I swear readers are going to get sick of that question) of where is the toilet?
Dan had now let me work in the editor it now came time for his reviews on my work, and what was the question he asked me for each of my levels! Yeah you know what it is, now we working together on Tom Clancy’s The Division – Underground which in case you do not know is a procedurally generated dungeon expansion in which players travel through the underground areas of New York, from the subway system to the sewers to clear out the threat brewing underneath the civilians feet.
Overall the review was going well, the flow was good, it had good landmarks for players to orientate themselves in case they were lost. But Dan felt some of these areas were not believable because there were no toilets. Because the Division is based on reality I had skipped one thought process when doing my research and that was
“How would these spaces of been used before chaos struck?”
Boom mind blown, I had created these thrilling and high octane areas but not grounded them in reality or the law of my game’s world. Dan then showed me one of the Senior LDs work who was working on a subway level and what did he have….toilets. His space felt not only good to play through but also was grounded by reality.
These critics’ could have been avoided had I done my research on these areas I was making and thought about how they are originally used and not just how I would use them for good combat or traversal. If you go back and look at those pictures of the floor plans I have in this blog. You will see how all of them have bathrooms laid out on them. The floor plans are mainly residential or commercial buildings so they will.
When making your level, (again will not apply to every game or level) think about how was this spaced use before the player reached it and more than likely how did the people inhabiting this space use it? Because if they are bipedal human-like creatures I think we all know that they will need to use the bathroom at some point or another.
Next time you are in a realistic gaming setting, try and find the bathroom, as it will most likely be there.
Hope this helps guys and “Where is the bathroom?” is a question I keep asking myself when creating my levels as well as researching the buildings, themes, environments etc, for my game. I hope it makes you think about carrying out your research before starting work on your level. Which trust me will make your level much better and more believable.
If you feel there is a topic or area that helps you when creating levels then please contact me and share your thoughts and opinions.