Ten Principles for Good Level Design

Ten Principles for Good Level Design

GDC

6 лет назад

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tunv as
tunv as - 09.09.2023 19:26

Level Desgin: 1 2 7 8 10

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64 ink
64 ink - 01.09.2023 05:28

Exceptional presentation!

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schakalakadingdong
schakalakadingdong - 19.08.2023 11:12

A lot of game designers seem to have forgotten these principles nowadays...

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Jonas Dietrich
Jonas Dietrich - 10.04.2023 17:06

Thanks for the insight!

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Zill4
Zill4 - 13.03.2023 23:14

Respect how he handled the first “question”- I’d not be sure how to respond.

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TwoSoulFox
TwoSoulFox - 22.02.2023 00:38

Yes.

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J L
J L - 07.02.2023 21:24

I guess the game of life is a very well designed game then. The levels fulfill all of these 😅

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NEPTUNE | Level Design
NEPTUNE | Level Design - 06.02.2023 22:27

Love hearing insightful, simple to follow and practical tips from industry pros, thank you as always.

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Jezter
Jezter - 04.02.2023 18:19

Rockstar should take some notes.
Let's look at RDR2 for an example.
When it comes to the open world of that game, the level design is excellent.
but in main quests it's so on rails it almost feels like QTE.

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anton muffin
anton muffin - 05.12.2022 02:45

so far this is one of the better level design videos iv watched, the last video i watch one of the parts told me to stare at old maps... like bruh i looked at camping grounds for 20 minutes, this didnt make me any better. there was some good points in there, but this video was full of things i could write down

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Resurrected Sunlight
Resurrected Sunlight - 09.11.2022 08:57

Is it me or does Dan sound a lot like Simon Pegg?

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Initial C
Initial C - 23.10.2022 00:45

10 Principles of good Level design: uses Halo as Thumbnail

That's a weird choice

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Danelo Kikisch Design
Danelo Kikisch Design - 06.10.2022 18:19

This is gold

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Thrive Nugget
Thrive Nugget - 09.08.2022 13:10

In the year 2040, someone will look back at this video and realise where the worlds fresh water reserves went

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gloisnog
gloisnog - 11.06.2022 17:35

Talks about level design for 45 minutes straight and doesn't mention Dark Souls a single time, yet claims the new Deus Ex games has good level design lol. I somehow doubt this guy knows what he's talking about

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The Confused Llama
The Confused Llama - 08.06.2022 23:38

Feel bad for his jokes, they're pretty good but the audience doesn't have a sense of humour

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Anthony Lyon
Anthony Lyon - 16.05.2022 01:17

I think level design would be my dream game dev job

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MEGA TREE
MEGA TREE - 28.04.2022 15:03

Very attractive

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Laura Lai
Laura Lai - 27.03.2022 21:36

Very interesting! Thank you! :-)

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Chadric Hjellming
Chadric Hjellming - 22.02.2022 07:23

This is a ton of good information. Thanks for the presentation!

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King Under the Mountain
King Under the Mountain - 16.01.2022 22:17

*Good level design tells the player what to do, but now how to do it.
*Good level design teaches the player without literally telling them anything.
*"Rollercoaster Design" is when the intensity has peaks and valleys that slowly get more intense, until one final payoff at the end. The problem with this type of design is that it is very predictable.
*Taking risks is important for creative game design.
*When you're designing a region in your game, instead of thinking about what type of area you want it to be and then figuring out whatthe tone should be, figure out the tone first and then choose the type.

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Chris Wahl
Chris Wahl - 17.12.2021 18:47

"If you want to make the player feel persecuted put an enemy AI into the level that constantly hunts him."

E.M.M.I. has entered the chat

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A5HEN
A5HEN - 16.12.2021 17:22

First half of DS1 just peaks everything

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timdoesleveldesign
timdoesleveldesign - 29.11.2021 16:16

This presentation contains an absolute wealth of important information! Thanks for making this available to everyone that wants to learn more about level design <3

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ZiNG
ZiNG - 06.10.2021 13:50

If the player does something you don't expect, my friend, that is interesting gameplay

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MoreCarStuff
MoreCarStuff - 01.09.2021 01:32

Feel so late to this video. been watching these. although i may not get into game dev super seriously i love the insight. it provides understanding and appreciation for the story telling as well as the thought process in creating these games.

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GlowingOrangeOoze
GlowingOrangeOoze - 19.08.2021 04:08

haha, you can really feel the age of this talk when the Q&A begins and he struggles with questions about about games that pursue experiences outside of player empowerment, or how to deal with the paradox of giving the optional bonuses to players who've proven they don't need the help.
Still, a solid set of guidelines, I think. Just don't forget to apply your own critical thinking.

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Zoey and Gustav
Zoey and Gustav - 18.08.2021 04:29

Cod campaign designers should watch this

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Jonny 1996
Jonny 1996 - 12.08.2021 16:02

this guy has crazy CV the amount of big studios he has worked at.

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Nestor Mumm-Altuve
Nestor Mumm-Altuve - 24.07.2021 10:04

Someone give this man an award for drinking like 5 bottles of water in less than 45 minutes. 🏆

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Jeffrey Jumisko
Jeffrey Jumisko - 23.07.2021 06:41

Great talk. I'm unsure why it is so blurry from the audience view.

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Matt Hawkins
Matt Hawkins - 19.07.2021 02:40

I was so glad he was my lieutenant

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Adrian 64
Adrian 64 - 13.07.2021 21:09

PARA OS BR QUE NUM ENTENDE INGREIS :D

Um bom Level Design...

1. É DIVERTIDO DE NAVEGAR

cria uma linguagem visual clara porém se
sinta livre de colocar um pouco de caos.


2. NÃO DEPENDE DE PALAVRAS

use narrativa implicita e emergente do
que explicita para contar uma história,
sendo a implicita a abordagem que não
deixa claro para o jogador e a emergente
que tem envolvido as ações do próprio
jogador.


3. CONTA OQUE MAS NÃO COMO

Faça objetivos claros para assim o jogadores
completarem de qualquer maneira ou
na ordem que eles quiserem.


4. ENSINA CONSTANTE

Mantem o jogador engajado com introdução
ou subvertencia de novas mecânicas.


5. É SURPREENDENTE

não tenha medo te correr riscos com
estimulação estética ou outros elementos.


6. EMPODERA O JOGADOR

videogames são uma forma de escapismo
então faça o jogador sentir o impacto das
suas ações.


7. É FÁCIL, MÉDIO E DIFÍCIL

use risco e recompensa para então o jogador
setar a dificuldade de forma dinâmica.


8. É EFICIENTE

Feito para modularidade pelo direcionamento
e "não-linearidade" e outros.

9. CRIA EMOÇÃO

começa no final com as respostas emocionais
desejadas e retrocede para selecionar a
mecânica adequada para eliciar a resposta.


10. É DIRIGIDO PELAS MECÂNICAS

Acima de tudo mostra as mecânicas do jogo
através do nível para reforçar a natureza
interativa unica de video games.

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Ronin Badger
Ronin Badger - 26.06.2021 03:43

"Real life sucks" - tell that to the Farm and euro truck sim players.

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Jade Britzman
Jade Britzman - 28.05.2021 15:22

I didn't like this talk much. The first question he received was a brutal own lmao.

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Sven RAW and RELOADED
Sven RAW and RELOADED - 17.05.2021 12:07

man GDC crowds fucking suck lmao

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Kaan Erdi
Kaan Erdi - 09.03.2021 05:01

Doom 2016 has good level design.

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Troy Hayder
Troy Hayder - 04.03.2021 06:59

From a hack and slash perspective I think the hub world design is as good as it gets... You can ditch the linearity of games like devil may cry... You don't need to invest aeons of time into designing the next gotham... You can stream in and stream out sections which keeps your framerate in the sweet spot...

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Gargamel Le Noir
Gargamel Le Noir - 22.02.2021 14:25

It's weird to see Skyrim used as a good example for any form of story telling, but the Dark Brotherhood quest was way above the rest of the game in that aspect.

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