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Meet my first project as a level designer -->

 

My tasks involved paper prototyping, white-boxing, adding kismet, and finally polishing levels.  

 

Since this project consisted of more than 60 other people working on it, you could imagine the amount of total man hours that would go into a project like this.  Also keep in mind, each game produced within Chico State Game Studios is given a semester of creative development to figure out core mechanics and get a base for the game design document(gdd).  After we are able to get on "ok" on the gdd by the producer, the  year long process of development begins.

 

My favorite thing about the entire project would have to be the work atmosphere.  Being amongst peers, working together, and solving problems as a team is what I have found to be the greatest reward of the entire project, and to that of life in general.  When you have a team that hits that "aha" moment, there is no greater feeling.

 

The thing I wasn't too fond of would probably be the "crunches" that were held when production was nearing its final phases.  Although, in the end, the fruits of our labor proved that it was well worth every second.

40 Stories

The video above is the trailer for my first great success of my career.

 

Why don't you give the game a go yourself by following the link below and clicking the "Download the Game v1.2" link below the page's banner.

 

40 Stories Website

 

If you are interested in knowing which levels were mine, and the development process of my team, then please continue reading onto my next section.

40 Stories Level Design Process

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Step 0: Understanding the vision.

 

    Before even thinking about designing a level, make sure that you have a thorough understanding of what the director is trying to accomplish.  You need to ask yourself as many questions as possible for this stage, as well as do some research.

    What kind of research?  It's common practice for there to be a Game Design Document(GDD).  The GDD is a living document that houses all the design aspects of the game.  It's the heart of a project, and it's a means of unification amongst various sectors of a pipeline.

    After consulting this document and clearing up any technical questions, research some games that are similar to teh one you'll be designing. Once you feel you have a good foundation of where to start, It's time to start your paper prototype!

 

Step 1: Paper Prototyping.

 

  Now that there is no confusion as to what type of game you are making and understand its key features, it's time to start putting together your first level... a paper version of it atleast.

  Depending on the type of game you are making, the level needs to be designed around various factors.  For example, on 40 Stories the maps are all a pre-set size, and the game type is that it's a puzzle game.  The only story elements that were needed is that the characters needed to be placed in the scene, and wired up to say atleast 1 piece of dialogue.  In other words, the story didn't affect the structure of my level, so I didn't need to worry about it at that phase.

 The more crucial elements to puzzle games are that they should get harder as the levels progress, and incorporate features that have already been taught to the user.

 With that being said, there are 40 stories in the game, while story "39" is the starting point of the game, and story "f" is the last floor.  My  first prototype had to keep in mind the elements that were developed from previous levels, which at the time, weren't entirely abundant.  

  The first level that I was assigned was story 29.  By then the player knew how to makes clones of Anita (the players character) and use the fax machine which was essentially a teleporter.  I sat down with a piece of grid paper, took into consideration the features that were available, the difficulty of the level before mine, and pieced together my first draft of the level.

  Bam!  I was ready to toss it into the game using real assets... but not really.

 

Step 1a: Critique.

 

  This process is crucial for anybody trying to get better at anything in life.  For level design, sometimes you'll get lost on how your level should progress, and other times you'll have something that seems amazing to you, but it's trash to everybody else.  Who's right?  You, or everybody else?

  Sometimes the truth hurts, but recieving constructive criticism is a MUST if you want your awesome level to be extrordinary.  It doesn't even have to be feedback from the supervisor, it could be from your peers.  It's always good to get a fresh view on things, and get help when you need it.  For 40 stories, I had a pretty awesome leader who would hold mandatory critique meetings.  

 

Step 1b: Revise.

 

 So your level wasn't perfect after all?  It looked good to you, but maybe some feedback said that it wouldn't make too much sense in-game.

 With your NOTES that you DID take from the critique, go back and refine the level, or maybe even start all over with an improved idea.

  Get that rework done, and get another critique on it.  Repeat the process until you get something signed off by your suprvisor.

 

Step 2: White-Box

 

 Sweet!  Once I got my first level signed off, I was so happy to get back into the development environment(UDK).  White-boxing is a step where your only concern is about getting the general layout set up in-game.  There should be no focus on functionality, lighting, textures, nor the look.  Again, just because everything looked good on paper, doesn't mean it's going to be good on screen.

 Block everything out first.  Get your main paths and walls ready.  UDK had a pretty nice way to build geometry using bsp, so it was pretty efficient.

 After all the walls and paths are prepaired, get the white-box passed by the commanding officer and get ready for the next step.

 

Step 3: Black-Boxing

 

 Now that the general layout is there, you have a pretty good idea where everything should go, and how the level should play out.  Time to play with Kismet!  I would suggest adding all the assets into the world that would serve as a function to the player first.  For example, if you have a door or a lever that will be used, get those things wired up!

 When I was partaking in this process, I had quite a few feature that I wanted, but weren't actually implemented in the game.  For example, there was no way to tell which Anita was which Anita.  This factor was crucial, as I had multiple copiers and multiple fax machines working at the same time.  This is where I ventured out to other teams, and found the power a level designer actually has.

 The programming department was full of talent, and any feature I threw at them usually came back as a "we can do that".  Also, the new feature or added functionality needed to be passed by the director first.

 Communication is huge when designing levels.  Talk to every other team and maybe come up with some cool ideas.  Heck, put one of the modelers in your pocket and assign him/her a few things.  If it will benefit the game, do it!

 Get somebody to play test the level for you.  The more, the better.  Fix up the malfunctioning components and get the level signed off.

  

Step 4: Populate

 

Time for the real good stuff.  You know that badass train model that's been sitting in the asset browser that you've been wanting to play with?  Take it out stick it in the scene somewhere.  Heck, place 500 spoons on a rack and see if others notice your attention to detail.  Does your level look plentry cluttered now?  Good.  Just remember that if there is a way, use the assets to HELP TELL A STORY.  

 

Step 5: Polish

 

Perfect the lighting, add the extra sounds, and push the storytelling aspect of the level even further.  Crunch to get that level spotless.  Get it signed off, and feel the  awesomeness of accomplishment.

 

 

    

40 Stories GDD

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