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Level Up.pdf

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

Isometric maps work best when representing games using a 2.5 - D camera.<br />

If you need to show depth or a part of the level that is obscured by<br />

geometry on your map, you can show the missing information using a<br />

cutaway or X- ray view. Or you can create a flap that can be lifted by the<br />

viewer to see what lies underneath. Make as many layers as you need to<br />

convey your idea for your level. Some of my levels have had so many<br />

panels, they started to look like an advent calendar!<br />

Other information to include on your level design maps:<br />

• Enemy spawn locations and detection/aggro radius.<br />

• “ Bread crumb ” collectibles (like coins or Pac - Man dots) that lead the<br />

player through the level.<br />

• Secret entrances/breakable walls or other concealed locations.<br />

• Obstacles and barriers like walls, trees, tombstones, and so on.<br />

• Be sure to clearly mark specific terrain like cursed earth, swampy water,<br />

slippery ice, and hot lava.<br />

Illusional Narrative<br />

Illusional narrative is a storytelling trick I first observed when riding the<br />

Peter Pan ’ s Flight attraction at Disneyland. Having flown over London and to<br />

Never- Land, we have reached the part where Peter Pan and Captain Hook<br />

are engaged in a pitched sword duel on the deck of the pirate ship. The<br />

Darling children have been captured by the pirate crew and watch the<br />

battle.<br />

The guest ’ s ship flies around a corner (cleverly disguised as the sail of the<br />

pirate ship) and now. Peter Pan is victorious, the Darlings are freed, and<br />

Captain Hook is keeping himself from being eaten by the crocodile.<br />

Illusional narrative is the video game equivalent of what happens in the gutter<br />

of comic book panels or between edits in a movie: the player fills in story<br />

when given two or more images or environments. With the proper transition<br />

and presentation, you could convince a player that a train has crashed, a<br />

world has become overrun by aliens, or a character has crossed a room<br />

without animating a single element. The cost to production is significant.<br />

Real - time animations take time to produce and have to be ripped up and<br />

redone if the designer decides to change something in the level.<br />

Just make sure that the elements are viewed in the order of your story, and<br />

use gating mechanisms such as bottlenecks, camera views, checkpoints,<br />

turning elements on and off, or even plain ol ’ doors to keep the player from<br />

“ turning back the page. ”

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