GDC 2018 Level Design Workshop: An expert roundtable Q&A
To prepare for the big GDC 2018 Level Design Workshop on Tuesday, March 20th, a handful of the speakers wanted to warm up by chatting (via email) about some of the finer points of level design.
February 23, 2018
It's that time again: to prepare for the big GDC 2018 Level Design Workshop on Tuesday, March 20th, a handful of the speakers wanted to warm up by chatting (via email) about some of the finer points of level design.
Gathering question from the community, they shared some interesting insights, experiences, and learnings in a shared document that's reprinted below for your reading pleasure.
The participants in this exchange, in no particular order, are:
Robert Yang, NYU video game professor and indie game maker
Blake Rebouche, senior quest designer at Guerrilla Games
Nina Freeman, level designer at Fullbright
Steve Gaynor, game designer and Fullbright cofounder
Heather Robertson, indie game maker
Mike Bithell, game designer and Bithell Games founder
Christopher Totten, game designer and founder of Pie for Breakfast Studios
David Shaver, game designer at Naughty Dog
Nathan Fouts, game designer and founder of Mommy's Best Games
[more detailed bios for everyone are at the end of the piece.]
Each participant was encouraged to respond to every question they felt comfortable answering, so you'll notice that the variety of answers will vary based on the query.
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What tricks do you have to lead the player towards a goal?
This is always a big challenge, regardless of the genre of the game, there's a lot of cop-out's such as obnoxious goal HUD markers, but there's surely also a lot of different ways LD's can mitigate this, even solve it.
Robert Yang: I like using enclosed stairwells. As the player climbs upward, you’re getting them to look up -- and the opening at the top also frames the view for them. I also like the old Valve trick of using sudden flocks of birds to direct the eye, but then you need a bird system in your game?... There’s also two attitudes you can take: (1) it’s OK for the player to get lost sometimes, (2) players don’t actually mind obnoxious HUD markers, even if us developers think it’s artless.
Andrew Yoder: For multiplayer maps, I want the goal and the most mechanically engaging gameplay to be in the same space. When wide flank routes offer the best tactical options, gameplay can become diluted across the map, which creates “where’s my team?!” moments for anyone playing the objective. Also, because the goal in multiplayer games often shifts per situation, it helps to let players change paths and regroup with other players without having to backtrack (this is one reason why long hallways can feel bad).
Chris Totten: Designers should reach into their visual art knowledge for ways to draw players through a space. Contrast is one of the best things to use. One example I demonstrated for students the other day was in Bioshock: Infinite: the designers used contrasting colors to indicate the path. The scenes in the beginning are predominantly blue/purple in lighting, but important points of interest are orange/yellow in color, which contrasts and draws players through the space. Other things to contrast include lighting (humans travel towards light instinctively), level geometry (small path leads to big space or tall object), or material/texture (indications of man-made objects in a natural area or vice-versa.)
David Shaver: It turns out, this is exactly what my GDC talk is about this year! I don’t want to spoil the talk too much, but here is a super quick version of some important tips. Combining several of these together gets great results.
Landmarks - Big, iconic objects in the world that orient the player and are often the end goal.
Lighting - Darken everything around the goal and put lights on it. People are drawn to the light.
Color - Pick a guide color that pops out from your environment color. Games like Uncharted and The Last of Us use the color yellow to let you know you’re on the right path. Yellow handholds, yellow flapping caution tape, yellow pipes, etc.
Shapes - Spiky shapes repel while round and square shapes provide safety and stability and attract.
Affordances - Affordances tell the player “hey, you can go here and interact with this thing” just by looking at them. They attract people.
Movement and Sound - Flying birds, flapping ribbon, fire, sparks, a banging door. All of these attract attention and can guide the eye where you want it to go.
Enemies & Buddies - NPC buddies can lead the way or look at an important object. People tend to follow enemies (or avoid, depending on the game type), so you can use them as breadcrumbs.
Breadcrumbs - Enemies to kill, powerups, health packs, collectibles. Whatever is appropriate for your game to breadcrumb the player through the level.
Heather Robertson: