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Level Up.pdf

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

When creating passages for a top - down view map for a 3 - D level, I<br />

recommend making it five squares wide: that ’ s the width of the player plus<br />

two more widths on either side. It provides enough room for the player to<br />

navigate, for combat to occur, and the camera to have some room to<br />

maneuver. However, I can guarantee that your first few efforts at level<br />

design will usually end up too small and too cramped, so don ’ t be afraid to<br />

be generous with your proportions.<br />

Use geometry and lighting to help move the player down the path. Players<br />

are drawn towards light, while they tend to avoid or overlook dark places.<br />

You can use shapes like diagonal lines to draw the player ’ s eye in a specific<br />

direction. I learned my favorite trick from the designers at Naughty Dog, the<br />

creators of the Crash Bandicoot and Uncharted games. They use a trick<br />

they call the squint test. Take a look at the image below and squint your<br />

eyes until they are almost closed.<br />

What ’ s the brightest thing on the screen? The main path. You can do the<br />

same thing in your game using color and lighting. Even if the player doesn ’ t<br />

consciously notice this, they will still be able to see which way to go. If<br />

the player has someplace to go, don ’ t waste their time with needless<br />

wandering. Never intentionally try to get the player lost. Instead, find ways<br />

for them to get quickly to the main objective. A good trick is to talk your<br />

way through a level design. Describe to someone else what the player<br />

will be doing. If you ever find yourself saying “ then the player walks over

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