level design and progressions - cornell university · game design document converge on one idea...

55
CS/INFO 4154: Analytics-driven Game Design Level Design and Progressions Lecture 5:

Upload: others

Post on 02-Oct-2020

2 views

Category:

Documents


0 download

TRANSCRIPT

  • CS/INFO 4154:Analytics-driven Game Design

    Level Design and Progressions

    Lecture 5:

  • Game design document Converge on one idea Plan for the development cycle Identify unknowns in the design Due FRIDAY, SEPTEMBER 18th at 11:59pm

  • Throwaway Prototype Pick some piece of your game and build it

    Avatar moves/jumps on flat land Hexagonal grid with nothing on it Background artwork

    In class on Tuesday, September 22nd

  • Pong / Asset Creation Resubmission

    Thursday, September 17th, 11:59pm

  • Previously: Learnability

  • Previously: Flow

    Skill

    Cha

    lleng

    e

    Anxiety

    Boredom

  • Today: Progressions

    learnability + flow = progression

  • Level design techniques Progress through mechanics Progress through decisions Use design patterns

  • Level design techniques Progress through mechanics Progress through decisions Use design patterns

  • Level

    Mec

    hani

    cs

    Anxiety

    Boredom

  • Level

    Mec

    hani

    cs

    jump

    dash

    shoot

  • Reinforcement How long to “dwell” on a mechanic before

    introducing a new one?

    Actions:A = jump B = dash

    A A A BA B vs.

  • Level

    Mec

    hani

    cs

    jump

    dash

    shoot

  • Level

    Mec

    hani

    cs

    jump

    dash

    shoot

  • Recombination How often to combine mechanics with other

    mechanics?

    Actions:A = jump B = dash C = shoot fireball

    A AB ABCA B C vs.

  • Rei

    nfor

    cem

    ent

    Recombination

    A, B, C, D, E

    A, A, A, B, B, B

    A, AB, ABC, ABCD, ABCDE

    A, A, B, B, AB, AB

  • Level

    Mec

    hani

    cs

    jump

    dash

    shoot

  • Level

    Mec

    hani

    cs

    jump

    dash

    shoot

  • Level

    Mec

    hani

    cs

    jump

    dash

    shoot

  • Level

    Mec

    hani

    cs

    jump

    dash

    shoot

  • “The Pit” in Braid

  • Portal 2 Mechanics

    Level

    Mechanic

  • Recombination

  • Robot Unicorn Attack

  • Robot Unicorn Attack Progression

    Mechanics:A = jump B = dash

    A A A B A A BHigh reinforcement, low recombination

  • Hello Worlds

    Mechanics:A = move B = two worlds C = close world

  • A

  • AB

  • AB

  • ABC

  • ABC

  • Hello Worlds

    ABCABCABABA

    Moderate reinforcement, high recombination

    Mechanics:A = move B = two worlds C = close world

  • Starcraft

  • Starcraft

    ABCDABCABA

    DCBA

    A A A A

    Low reinforcement, high recombination

  • What’s the best? No correct answer Some reinforcement but not too much Some recombination but not too much

  • Level design techniques Progress through mechanics Progress through decisions Use design patterns

  • Level design techniques Progress through mechanics Progress through decisions Use design patterns

  • Sid Meier

    a series of interesting decisions

    (GDC 2012)

  • AILevel Solution

    Complexity Analysis

  • Rock

    Me

  • Rock

    Me

    Rock

  • Rock

    Me

    Enemy

  • Level design techniques Progress through mechanics Progress through decisions Use design patterns

  • Level design techniques Progress through mechanics Progress through decisions Use design patterns

  • Design Patterns Conventions of your genre

  • Arena

  • Stronghold

  • Sniper spot

  • Choke point

  • What are the design patterns for: Tower defense? Puzzle platformers?

  • Level design techniques Progress through mechanics Progress through decisions Use design patterns

  • Level design techniques Progress through mechanics Progress through decisions Use design patterns

  • Group activity #1: Play Thermo

    Level

    Mec

    hani

    cs

    Mech. 1

    Mech. 2

    Mech. 3

  • Group activity #2: design your levels

    Level

    Mec

    hani

    cs

    Mechanic 1

    Mechanic 2

    Step 1. Make this chart for your gameStep 2. Design a level that reinforces a mechanicStep 3. Design a level that combines two mechanicsStep 4. Show to group behind / in front of you

    CS/INFO 4154:�Analytics-driven Game DesignGame design documentThrowaway PrototypePong / Asset Creation ResubmissionPreviously: LearnabilityPreviously: FlowToday: ProgressionsLevel design techniquesLevel design techniquesSlide Number 10Slide Number 11ReinforcementSlide Number 13Slide Number 14RecombinationSlide Number 16Slide Number 17Slide Number 18Slide Number 19Slide Number 20“The Pit” in BraidPortal 2 MechanicsSlide Number 23Robot Unicorn AttackRobot Unicorn Attack ProgressionHello WorldsSlide Number 27Slide Number 28Slide Number 29Slide Number 30Slide Number 31Hello WorldsStarcraftStarcraftWhat’s the best?Level design techniquesLevel design techniquesSid MeierSlide Number 39Slide Number 40Slide Number 41Slide Number 42Slide Number 43Level design techniquesLevel design techniquesDesign PatternsArenaStrongholdSniper spotChoke pointWhat are the design patterns for:Level design techniquesLevel design techniquesGroup activity #1: Play ThermoGroup activity #2: design your levels