10.12.2012 Views

Level Up.pdf

Level Up.pdf

Level Up.pdf

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Everything I Learned about <strong>Level</strong> Design, I Learned from Disneyland 209<br />

Disneyland, in particular, proved to be a source of great inspiration. I read<br />

about Walt Disney ’ s imagineers and how they went about designing their<br />

own world. Walt Disney had a deep love of miniature railroads and<br />

Disneyland was structured around a train track. The imagineers needed<br />

something to fill in the middle of the track, so five “ lands ” were created,<br />

each inspired by Disney ’ s passions: history, progress, nature, his animated<br />

movies, and nostalgia for his childhood hometown. These became<br />

Frontierland, Tomorrowland, Adventureland, Fantasyland, and Main Street.<br />

The imagineers filled these lands with attractions; themed adventures that<br />

allowed guests to “ ride the Disney movies. ” These attractions were built as<br />

storytelling experiences within a physical space, and detailed attention was<br />

given to each scene as the guest passed through it.<br />

I noticed that the creation and structure of Disneyland bore a strong<br />

resemblance to creating and structuring a video game world. The basic<br />

progression of creation is this:<br />

Disneyland: world to land to attraction to scene.<br />

Video game: world to level to experience to moment- to - moment gameplay.<br />

The world of Disneyland contains many lands. Within each themed land are<br />

attractions, each with their own story. The “ story ” of the attraction is<br />

composed of scenes.<br />

The world of the video game contains many levels, each with their own part<br />

of the story. Within each themed level are experiences to move the player<br />

through the level. Connecting these experiences is the moment- to - moment<br />

gameplay which keeps the player engaged.<br />

This notion of working from the “ top down ” helped me approach a game<br />

world and determine what the confines are and what lives within it; to<br />

determine that, you need to make a game world map.<br />

Some designers really got into creating their world map and loved to share<br />

it with the player. A common pack- in with early computer games were<br />

lovingly rendered maps printed on parchment, cloth, and even faux leather.<br />

But you don ’ t need to create anything so fancy. Your world map can be<br />

something as simple as a flow chart created in Visio. It only needs to chart<br />

out where the player is going and what he ’ ll find there. A map can also<br />

define the spatial relationships of locations in the world: this can help the<br />

designer determine how the player is going to get around and in what order.<br />

The game world map is important not only to help your team understand the<br />

connection of all the levels to one another, but offers the player several<br />

advantages as well.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!