GRANT - Level Design Theory
GRANT - Level Design Theory
The Peaks and Troughs Breaking down the Peaks and Troughs
The difficulty curve, or what I like to refer to as Each peak and trough can be broken down further
peaks and troughs is essential to basic level design. to maintain a more fair, and gradual learning
This follows the curve set below. experience for the player. This is detailed below.
Plateau
Steep Increase
Peak Trough Gradual
The peak and trough shows a gradual increase in difficulty, to a
Increase
plateau. Once this plateau is reached, the player has a small amount
The player begins with a gradual increase in difficulty to learn the
of space to relax in the trough before the curve starts again. The
mechanics. They then take a steep increase, learning more and more
trough could include any story, or simple exploration for example.
difficult gameplay mechanics before reaching the plateau of difficulty.
Spacing
Regardless of the troughs between the peaks, small amounts of spacing should be used to separate gameplay sections. This
is to give the player a small break between gameplay to size up the situation, have a good landing space, prepare
themselves or simply gain a run up to navigate the upcoming obstacles. Spacing should be used as a brief separator, never
for story or exploration purposes.
Brief Explanation
Spacing The example section to the left shows
two separate sections of gameplay.
Short term foreshadowing introduces the player to Long term foreshadowing gives the player a look at
something that they will see later in the level. a landmark that will appear in later levels.
Giving the player small glimpses into an upcoming area, character or Half Life 2 uses this as the player leaves the train station and into the world
gameplay section can be a good way to show the player what they can for the first time. The huge, towering citadel in the distance immediately
expect later, to increase tension (by having a boss in the background) and catches the players eye, and gives the player an idea of what's to come
give a good sense of visual progress to the player. The example above (even though it's the final levels of the game) and give them their ultimate
above shows Super Metroid and red doors. The player is conditioned from goal. It keeps them in anticipation, gives visual feedback to their progress
the start of the game to shoot bullets at blue doors to open them. They are and gives strong consistency within the game world.
then shown red doors they cannot open. The player then collects red
rockets and knows instantly how to open the doors they have seen on
their way to collecting the rockets.
Flow
Flow is key consideration to level design. It covers how the player moves through the level and the path they take. The level
designer should be constantly thinking of how the player moves through a map, the choices the player has, and how easy it
is to understand them.
World 1-1 of Mario. The first thing the Half Life 2 uses the landscape as a visual signpost.
player sees is a question mark block, The Last of Us. The yellow bridge (yellow is used as The organic feel and colours used on the landscape
adding curiosity to what it is. The a directional aid throughout the game, so the player makes the red barn stand out to the player,
enemy forces the player to jump. Once knows instinctively to follow it) in the distance directing them straight there.
they are rewarded from hitting a block, stands out from the rest of the scenery, making the
it cements the idea of these mechanics player interested in reaching it. The traffic jam of
in the player's mind. cars also points to the direction of the bridge,
making it quite clear where to go next.
The Hidden Secret Principle
The Hidden secret principle is simply hiding many secrets (collectables for example, or entire secret areas) that forces the
player to explore, keep their player’s eyes on the environment , or solve little puzzles. It’s a primary way to encourage the
player to explore the level fully or replay the level at a later date.
Before you challenge the player with a new feature, you first present it in 3 easy but varied situations.
The player is introduced to The Goomba bounces Two Goombas walk between This is the part where the
the Goomba, it heads directly backwards and forwards off two pipes. A slight variation, player encounters a harder
at the player. two pipes and more difficult than the Goomba after seeing 3
second one used. variations before it.
Hooks
The Hook is one gameplay feature per level that focuses the players attention on a power up, or on a single gameplay
mechanic. When used with the Rule of Three, the level can be structured to allow the player to be taught everything they
need about it, moving to slightly difficulty versions across the rest of the game.
The example below shows a hook at play (double click to play video). It is a level I designed for LittleBigPlanet Vita, all based
around the grappling hook, it is the first level of four, that introduces the player to it and riffs on many different ideas.
Method Level Design
TBA
Playtesting and Tweaking
When making a level it is absolutely essential that it is constantly played and continually tweaked.
● Each gameplay section should be played multiple times (as many as possible) during creation.
○ It will need careful tweaks and balancing throughout.
● Once it is in the level, test the whole level from back to front multiple times, this will give you a better understanding of
the flow and difficulty with the rest of the gameplay.
○ Be prepared to move it, or tweak it or remove it entirely if necessary to keep the difficulty curve and flow
correct.
● The level should be played by other people (whether these are fellow level designers, producers, artists etc.). The
more people that look over the level that have not seen it before, the better.
○ This is allows you to watch a newcomer attempt the level and pick up on any massive difficulty jumps, or hard
to understand places that will effect the level flow.
● There is no limit to the amount of times you should play it, keep testing, keep tweaking until you are out of time.
○ The level will never be perfect for you, it never is.
To conclude….
The previous slides give a rundown of the basics to level design theory. These can change from genre to genre, some may
not apply (such as difficulty curves in a multiplayer FPS), but they do cover the majority of principles that should be at the
forefront of level designers mind when creating a level.