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Level Up.pdf

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202 LEVEL 9 Everything I Learned about <strong>Level</strong> Design, I Learned from <strong>Level</strong> 9<br />

3. Dungeon/cavern/tomb. The connections between Dungeons and<br />

Dragons and Tolkien ’ s Middle Earth run strong and deep in the DNA of<br />

video game developers. Dungeons are laden with traps to avoid,<br />

puzzles to solve, and mechanics to circumvent. Dungeons offer up<br />

waves of enemies (without a whiff of explanation as to why they live<br />

there) and of course, there was always lots of collectable treasure to be<br />

gleaned. Even when the game world isn ’ t themed to medieval fantasy,<br />

players still thrill in raiding uncharted dusty tombs. Technically, dungeon<br />

locations offer game artists many advantages: great opportunities for<br />

dramatic lighting, and intricate carvings and statues. Even in the early<br />

days of gaming, cave wall textures were made from easily repeatable<br />

(or “ tiled ” ) art.<br />

4. Factory. Factory levels became a staple of platform games, especially<br />

as the platform game genre exploded on home gaming systems. The<br />

dynamic mechanics offer game developers easily created, combined,<br />

and repurposed hazards that can be tuned to a wide variety of difficulty<br />

levels. These adaptable factory mechanics quickly spread to other<br />

locations too: moving platforms, conveyer belts, and turning gears were<br />

present in the tombs, circuses, and space stations of just about every<br />

action and platform game 6 .<br />

6 I consider it a triumph of the video game industry that Star Wars creator George Lucas, at<br />

the last minute, added a factory level to his 2002 movie Attack of the Clones . The movie ’ s<br />

heroes ride conveyer belts and make timed jumps through smashing presses worthy of a<br />

sequence right out of a Nintendo platformer.

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