Hey guys, i found out this amazing website explaining how to plan your level designs and do environments.
http://www.worldofleveldesign.com/categ ... rkflow.php
Since im creating my forth FPS game i was looking exactly for this.
Good luck with your projects
How to plan level Designs and Game Environments
- vitinho444
- Posts: 2819
- Joined: Mon Mar 21, 2011 4:54 pm
- Jackolantern
- Posts: 10891
- Joined: Wed Jul 01, 2009 11:00 pm
Re: How to plan level Designs and Game Environments
That is pretty cool! I went into it skeptical thinking it was actually trying to be a tutorial to show you how to make levels "fun", but was glad to see it wasn't. I have seen a few level design tutorials that try to show you how to make your levels fun, but it just never translates like that since "fun-factor" is illusive and there are no one-size-fits-all rules. I was happy to see rather that the tutorial focused on explaining their workflow and the design process. That is infinitely more useful than some of the ones I have seen before, where the author gives vague, worthless advice like "make players interact with the environment to beat the boss" or "try to get enemies coming in from both sides in tight corridors" lol.
Overall, a good article
Overall, a good article
The indelible lord of tl;dr
- vitinho444
- Posts: 2819
- Joined: Mon Mar 21, 2011 4:54 pm
Re: How to plan level Designs and Game Environments
I know right, i was very surprised with it too. I followed every single word and i got some cool ideas to make my levels more accurate to the reality, like the photo references and stuff. Also mapping all the player goals is super mandatory (i wasn't doing that, i was doing like straight objectives like go there, now there, now stop, now walk).Jackolantern wrote:That is pretty cool! I went into it skeptical thinking it was actually trying to be a tutorial to show you how to make levels "fun", but was glad to see it wasn't. I have seen a few level design tutorials that try to show you how to make your levels fun, but it just never translates like that since "fun-factor" is illusive and there are no one-size-fits-all rules. I was happy to see rather that the tutorial focused on explaining their workflow and the design process. That is infinitely more useful than some of the ones I have seen before, where the author gives vague, worthless advice like "make players interact with the environment to beat the boss" or "try to get enemies coming in from both sides in tight corridors" lol.
Overall, a good article
I've learnt so much from it
Re: How to plan level Designs and Game Environments
Great article!