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Design a level for a Video Game

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The level designer is a key figure in a video game project because it can make a game exciting or boring. Imagine spending hours and hours in equal dungeons without interest, because the game would be a blast. Now, if the designer has prepared a level with a winding path that houses multiple enemies, surprises, and a frenetic pace, then we will have a great game on our hands.

Imagine a role-playing game with a dungeon full of murderous skeletons and filthy beasts, you start to mole now, right? Well, now comes the best, start creating gameplay. We have to move around the stage and if the route is not attractive we will get bored. To create a playable scenario we have to think about what objects the player needs to get, how big we want to do it and what sensation we want to give him.

It is very useful to use a grid on the sheet where you draw the maps to maintain the proportions and make it geometrically perfect

In our example, we will opt for a role player in the first person, with which our scenario, although huge, will have small measures to make the dungeon feel oppressive, low ceilings and narrow corridors. On a paper we will make a sketch of the stage plan, that is, a view from above. We will start to draw the dungeons by making a labyrinth and creating several possible paths. It is very useful to use a grid on the sheet where you draw the maps to maintain the proportions and make it geometrically perfect. In addition, if we want to give scares to the player we will put corridors where the enemies can hide to appear suddenly.

On this map, we will draw the objects that we have to find, from clues to tools such as keys, first aid kits or weapons. Lives or kits should always be placed in strategic locations, if there are many followed it can be very easy for the player and if there are few can be frustrating because the user would not have the option to kill all the enemies.

Once we put the obstacles and objects to collect we must put traps, what is a dungeon without good spikes that come out of the ground and pass through us? In areas free of enemies we will put all kinds of traps to add more playability. We will draw them in a conceptual way on our map, pointing out their function.

In our example, we will opt for a role player in the first person, with which our scenario, although huge, will have small measures to make the dungeon feel oppressive, low ceilings and narrow corridors. On a paper we will make a sketch of the stage plan, that is, a view from above. We will start to draw the dungeons by making a labyrinth and creating several possible paths. It is very useful to use a grid on the sheet where you draw the maps to maintain the proportions and make it geometrically perfect. In addition, if we want to give scares to the player we will put corridors where the enemies can hide to appear suddenly.

On this map, we will draw the objects that we have to find, from clues to tools such as keys, first aid kits or weapons. Lives or kits should always be placed in strategic locations, if there are many followed it can be very easy for the player and if there are few can be frustrating because the user would not have the option to kill all the enemies.

Once we put the obstacles and objects to collect we must put traps, what is a dungeon without good spikes that come out of the ground and pass through us? In areas free of enemies we will put all kinds of traps to add more playability. We will draw them in a conceptual way on our map, pointing out their function.

Place the enemies

If we have a game design document, we will already know how the enemies attack, how they behave and what space they will need to launch their magic.

If we have several enemies we will create an icon to identify each one of them, a star, a circle, any simple thing that will help us place it on our graph paper. This is the most fun, we have to imagine playing and thinking about where it would be good to face them. Surely you have to put many near places where a powerful sword is hidden. You also have to put them in groups to create game situations with some tension or you can hire any game application development company, of course, you have to combine different enemies trying to make their attacks complement each other to make the player’s path more difficult.

We will balance the difficulty with lives or kits. At the time of placing our enemies, we must think of cheating the player. Putting enemies that attract you to places where there is nothing and that take you out of the right path, this increases the number of hours of play.

We also have to think about what the enemies leave when they die. Not everyone will drop a magic sword, nor will they all drop money or the extra life. The rewards to the player will be given only if they have been won.

And, to finish, we have to think about the save points. A tip, calculate times. If a player needs more than 10 minutes to get from one save point to another and the level difficulty is high, you can get him to leave the game because of boredom. The save points and the temporary checkpoints help us to balance the difficulty.

Do not saturate your scenario of enemies (on paper circles or stars), it is very interesting that the player has moments of relaxation and can enjoy the scenery and not worry about avoiding the poisoned arrows of the orcs.

I hope you’re already anxious to get yourself to design the level.

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