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Page 1: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall
Page 2: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall

Level Design &Game Industry landscape

Page 3: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall

Level design Level design

Gaming Landscape

Indie games

Course Recap

Page 4: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall
Page 5: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall

Level design

Game designer

Making the rules

Overall

Level designer

Applying the rules

Environments

Level Design deals with those game rules which are manifested as spaces.

Page 6: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall

In the past

● Level Designers didn't really exist● Many technical limitations; smaller games● Usually the programmer or the game designer makes

the levels● Designing in the code

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Now

● Games are BIG● Level Design is a science● Multiple level designers● Many tools available

Page 8: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall

Games that are ABOUT making levels

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Game Design

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Game Design

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Game Design

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Game Design

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Game Design

Page 22: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall

Make a fun game

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Level design

Dependent on the genre, different aspects

● RTSs● Action games● RPGs● Platformers● FPSs● ….

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RTS Level Design

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Action Adventure

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FPS SP

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FPS MP

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Platformers

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Puzzle

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Level design

Level design is nearly all game design in some genres

● Puzzle games● Platformers● …

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Level design

Different ways to approach level design

● Level design to teach the player○ Tutorials○ Introducing new mechanics

● Balancing the level design○ online multiplayer FPS games○ SP experiences

● Composition of the level design○ Can support the narrative

● …

Page 33: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall

Balancing multiplayer games

Balancing through the level design

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Balancing single player games

Balancing moments.

● Connect● New area’s● New challenges● Encounters

Page 35: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall

Composition

Use the level design composition (for the narrative & experience)

● Draw attention usingcolor and light

● Play with perspective○ Looking upwards makes

the player feel small● …

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Fun vs competition

Fun in games is mostly about practice and learning, not about executing knowledge.

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● A game is fun when you can be the expert● You have to learn a lot in little time● If learning is what makes a game fun, you have to learn

throughout the whole game.

Cognition“The mental action or process of acquiring knowledge and understanding through thought, experience, and the senses.”

Learning in games: Cognition

Page 40: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall

Instructional level design

Humans are animals

Our brain works efficient, predictable

Let’s look at the psychology behind games…

Page 41: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall

Instructional level design

Object to learn: Platform

Page 42: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall

Enemy placement

Enemies keep their distance.Learning in a safe environment.

Page 43: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall

Natural encouragement

Coins give bonus and therefore encourage to investigate.

Page 44: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall

Natural encouragement

Starbit reward to make sure the player experiences the effect when the platform is down completely

Page 45: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall

Learning

● Safe environment● Encourage● Communicate● Reward

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Instructional level design: cueing

Exclamation mark draws attention(signposting)

Page 47: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall

Instructional level design: cognitive guidance

Coins guide the player to go somewhere(cognitive guidance)

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Instructional level design: color coding

Important surfaces have a different color than unimportant surfaces.

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Instructional level design: color coding

Color coding consistent throughout entire level.

Page 50: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall

Science behind level design

Fysiologie / neurologie

How to draw attention to certain objects.

Cognitive psychology

How people process information.

Pedagogy

Where to place enemies.

Motivational science

What givessatisfaction

Page 51: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall

How do players learn?

Working memory

limited

Long termMemory

unlimited

Information

Page 52: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall

How do players learn?

Working memory

Long termmemoryInformation

Color coding works as a ‘retrieval cue’. It ‘activates’ knowledge from the LTM..

Page 53: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall

Game time

● Remember the numbers● No cheating!● 5 seconds

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Remember

8 - 53 - 4

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Remember

?

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Remember

8 - 5 - 2 - 0 - 9 - 1

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Remember

?

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Remember

10 - 8 - 13 - 3 - 4 - 1 - 5 - 11 - 2

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Remember

?

Page 60: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall

Working memory

● Magic number of seven plus/minus 2● Miller’s law● Our working memory is limited to how much

information we can process at a time

Page 61: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall

Prevent cognitive overload

● Problems with overload: Unable to distinguish important from unimportant things or not able to see relations between actors.

● Irrelevant information kan also be more noticeable

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Cueing

Cues are important when a player needs to process too much information at once.

(Cognitive overload)

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Center of attention

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Center of attention

Page 67: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall

Center of attention

Page 68: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall

Old games had natural attention cues

(Level of Detail / drawing distance)

Attention cues

Page 69: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall

Attention cues in HD games

● Now more power therefore more in background● No more natural attention cueing

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Guidance cues

Use of cues to guide the player

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Indoor guidance

Eyes automatically focus on high contrast

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Guidance in open world

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Guidance in open world

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Background waypoints

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Foreshadowing

Foreshadowing can be used to help the player figure out a problem.

NPC giving hints or taking lead so you know what to do.

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Backtracking

Constantly updating the mental model of the world

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Compartmentalize

Compartmentalize the game world to balance the learning curve.

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Predictability

Games should be a bit predictable.

If you know how the game will behave, you learn best and make good decisions.

Page 81: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall

Summary

Games are about learning

People learn in specific ways (science)

Brain can handle only so much

Help the player to learn

Signposting

Cognitive Guidance

Cueing (attention / guidance)

Center of attention

Foreshadowing

Backtracking

Compartmentalize

Predictable

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Gaming Landscape

Level design

Gaming Landscape

Indie games

Course Recap

Page 84: Game Industry landscape Level Designgame-ontwerp.doornena.nl/wp-content/uploads/2017/04/Level-Desig… · Indie games Course Recap. Level design Game designer Making the rules Overall

Overview

Game developers

indie

AAA

Gamers

casual

core

Publishers

Middleware

Support

Journalism

Game research

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The Netherlands

Many serious game studios

● Almost 50% of all jobs!● Not well known to the public

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The Netherlands

Only a few larger studios

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The Netherlands

Many indie studios

● Many more than on this slide● Several successful studios are founded by HKU/UU alumni

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Dutch Game Garden

Important hub for small game companies

● Started in Utrecht○ Now also in Hilversum and Breda

● Provides meeting opportunities● Incubator program● Houses many game studios

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Indie games

Level design applications

Cognitive level design

Gaming Landscape

Indie games

Course Recap

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Indie games

What is an indie game?

● Short for independent video game

So indie games are independent from publishers?

● Let’s look at some developers who call themselves indie

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Indie game developers

Vlambeer

● Indie duo from Utrecht

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Indie game developers

Abbey Games

● Small team founded by (former) UU students

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Indie game developers

Mojang

● Company behind Minecraft● Founded by Markus Persson● Until it was bought by Microsoft

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Indie game developers

Crytek

● Calls itself independent● Employs ~800 people● But started to publish games itself

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Indie game developers

EA publishes indie games

● What?

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Indie games

“Independent from publishers” doesn’t seem to be such a great criterion

The idea behind “independent”:

● Retaining freedom● Which should result in more creativity

So indie games are highly creative games?

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Indie game developers

Thatgamecompany

● Creates very unique games● Was funded by Sony● Does not call itself indie…

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Indie games

Other terms associated with indie games:

● Personal● Experimental● Low budget● Intellectual● Artistic● Pretentious● Weird

● No profit● Cheap● Niche● Untechnical● Work of love● Small teams● Small games

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History

Let’s look at the history of the term “indie game”

Indie games (developers) have always been there

The term “indie” was not used a lot until ~2008

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History

A few major successes started the indie boom

● Braid (2008)● World of Goo (2008)● Minecraft (2009)● Audiosurf (2008)

● Machinarium (2009)● Crayon Physics Deluxe (2009)● Flower (2009)● The Path (2009)

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Indie game

The first boom of indie games

● Creativity was a key part of their success

So, what is an indie game?

● Started out as a name for creativity/uniqueness● But the broad term “independent” allowed everyone to

join in

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Indiepocalipse?

More supply of indie games: Average number of sales per game drops

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Indiepocalipse?

Does this mean that indies are doomed?

Well not really, the total sales are stable

● It just becomes harder to make money● Compare it to the music and film industry: a lot of

hobbyists and small earners

The game industry is continuously transforming

● If you want to make money, stay ahead of the curve

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Course RecapLevel design

Gaming Landscape

Indie games

Course Recap

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Recap

● Intro to game-design & A history of games● The game-designers role● Crash Course Unity● Design Process – Agile Development● Fundamental theory● MDA Framework● Analysis● Challenge● Balance● Narrative● VR for the masses● Game Studies 101 & Societal Context● Playtesting● Serious / Applied Games

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History of games

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Role of Game Designer

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Responsibility

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Vision Statement

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Importance of communication

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Crash course Unity

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Plan

Create

Test

Analyze

Agile Development

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Scrum

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Fundamental theory

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Magic circle

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Types of experience

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MDA

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Aesthetics

● Sensation● Fantasy● Narrative● Challenge● Fellowship

● Discovery● Expression● Submission● Collection● Competition

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Challenge

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Flow theory

Skill

Dif

ficu

lty

Low

High

High

Flow

Anxiety

Boredom

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Goals & Rewards

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Balance

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(In)transitive relations

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Narrative

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Branching Narrative

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Conflict of play

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Story structure

Setup Confrontation Resolution

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VR for the masses

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Game Studies 101 & Societal Context

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Playtesting

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Playtesting

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Serious / Applied Games

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What’s left?

● Final practicum on Friday April 7th

● P2.5 (evaluation playtesting) deadline also Friday 7th

● Deadline Second Analyse deadline Sunday April 9th

● Exam on Wednesday April 12th

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Grading

10% Assignment 1

30% Assignment 2

30% Assignment 3

20% Exam

10% Mini-tests

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