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Level Up.pdf

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Gray Matters 235<br />

Divide your gameplay between “ big moments ” and<br />

“ small moments. ” Don ’ t stack too many big moments<br />

next to each other — you ’ ll wear your player out.<br />

Conversely, small moments of calm and quiet will only<br />

feel boring if there are too many of them in a row.<br />

Shadow of the Colossus successfully balances the big<br />

moments of battling giant monsters and quiet<br />

moments of traveling through the expansive game<br />

world.<br />

Time of day and weather can be used to emphasize<br />

events and elements in your level. How would the<br />

player traverse the level if it were covered in snow or<br />

took place during a blizzard? How would a fairy<br />

village look differently if it were set at night? Make<br />

sure that any weather effects extend to the player<br />

character, the mechanics, the enemies, and other elements in the level. If<br />

one element isn ’ t affected by the weather, it will ruin the entire effect. Give<br />

your game levels a variety of atmospheric effects and times of day to keep<br />

things interesting.<br />

Variety should be applied to the level<br />

geometry as well as to gameplay.<br />

Alternating interior and exterior<br />

spaces keeps your level from feeling<br />

like too much of the same physical<br />

space. You don ’ t have to alternate the<br />

spaces in between every room but<br />

break it up according to what feels<br />

natural. Players usually feel safer in<br />

large spaces. Tighter spaces feel<br />

more mysterious and dangerous. Be<br />

mindful of your camera placement<br />

throughout your level design. Allow<br />

enough room in tight spaces for the<br />

player and camera to move around or just resort to a fixed or rail camera.<br />

When staging combat, larger spaces allow you to throw bigger and larger<br />

groups of bad guys in, while narrower spaces work better for one - on - one<br />

battles.<br />

Verticality is very important when designing levels. Alternating elevation<br />

makes an environment feel natural, provides much - needed variety, and<br />

allows designers to set up “ Kodak moments ” of any impressive visuals like<br />

statues, vistas, and horizons. As a player walks or climbs up, they feel like<br />

they are making progress and heading towards a goal.

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