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Level Up.pdf

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

can stand on (like platforms) is relatively flat. Most characters are not<br />

programmed to adjust their body to uneven surfaces and, even if they are,<br />

they can “ stutter ” or misstep as they are playing their walking animations.<br />

Try to have smooth transitions between even small elevations to avoid this<br />

problem.<br />

While making a level feel like a real place helps the designer create the<br />

level, remember that you shouldn ’ t be bound by realism: this is a game after<br />

all, and you are only limited by how real you want to make it.<br />

However, here is a cautionary tale about realism. A friend of mine was a<br />

designer who joined the team of an action shooter. The levels had already<br />

been created by the artists, who were extremely proud that they had created<br />

architecturally accurate buildings. These buildings had realistic nooks,<br />

stairwells, in - scale hallways, and even bathrooms on each level. The<br />

buildings were almost completely unusable in the game as the spaces didn ’ t<br />

allow for gameplay or work well with the game camera. Think of it this way: in<br />

the movie Star Wars we never saw the toilets on the Death Star. I ’ m sure they<br />

were there just off camera, but because we didn ’ t need to see them, we<br />

didn ’ t have to see them. Omit any parts of your building, temple, city, and so<br />

on that doesn ’ t help support telling the story that you want to tell.<br />

Stop! Wait, you haven ’ t built your gray box levels yet have you?<br />

Good, because you will want to create a playground first. A playground is<br />

a gray box level not intended to be used in the game. It is a separate<br />

testing ground for game mechanics and hazards. All mechanics and<br />

hazards should be tested and tweaked in the playground until they feel<br />

right, then you can use them in your levels. Here are a few things to test in<br />

your own playground:<br />

• Create ground angles to test basic walking, running, inverse kinematics<br />

(IK), and other technology to make sure the player looks good while<br />

moving even when not on level ground.<br />

• Build several simple boxes at a variety of elevations to test the player ’ s<br />

metrics with jumping, hoisting, teeter, etc. You should create any specific<br />

length and height geometry to test double and wall jumps.<br />

• Test mechanics and hazards to determine distance, timing, and<br />

lethality.<br />

The sister to the playground is the combat arena. This is just like a<br />

playground but used by the dev team to test combat systems, cover<br />

systems, and enemies. Have a way to quickly spawn and test combinations<br />

of enemies to create the best combat experiences. I ’ d rather hold off on<br />

talking about this because — SPOILER ALERT — the next two chapters are all<br />

about combat and enemies!

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