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Level Up.pdf

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

<strong>Level</strong> 9 ’ s Universal Truths and Clever Ideas:<br />

• Even a clich é can be made compelling.<br />

• Use the “ Mexican pizza ” technique to make level themes<br />

unique.<br />

• <strong>Level</strong> names can help convey mood and info to your<br />

player.<br />

• Design from the top down: world, level, experience to<br />

moment - to - moment gameplay.<br />

• You can never have too many skeletons.<br />

• Use level maps and posters to give information and build<br />

anticipation.<br />

• Determine the theme of your levels: escape/survive,<br />

explore, educate or moral.<br />

• Use the beat chart to point out weaknesses in your<br />

game ’ s overall design.<br />

• Design your games using a tight set of gameplay systems<br />

and mechanics: maximize play through re - use.<br />

• The player will always find a way to break your game.<br />

• Make the player play the game the way you want it to be<br />

played.<br />

• Is your level an alley or island? Design to each style ’ s<br />

strength.<br />

• Map and gray box your levels to plan camera placement,<br />

prevent architectural issues and gameplay problems.<br />

• Walking is never, ever gameplay.

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