level design and progressions - cornell university · game design document converge on one idea...
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CS/INFO 4154:Analytics-driven Game Design
Level Design and Progressions
Lecture 5:
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Game design document Converge on one idea Plan for the development cycle Identify unknowns in the design Due FRIDAY, SEPTEMBER 18th at 11:59pm
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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
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Pong / Asset Creation Resubmission
Thursday, September 17th, 11:59pm
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Previously: Learnability
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Previously: Flow
Skill
Cha
lleng
e
Anxiety
Boredom
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Today: Progressions
learnability + flow = progression
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Level design techniques Progress through mechanics Progress through decisions Use design patterns
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Level design techniques Progress through mechanics Progress through decisions Use design patterns
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Level
Mec
hani
cs
Anxiety
Boredom
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Level
Mec
hani
cs
jump
dash
shoot
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Reinforcement How long to “dwell” on a mechanic before
introducing a new one?
Actions:A = jump B = dash
A A A BA B vs.
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Level
Mec
hani
cs
jump
dash
shoot
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Level
Mec
hani
cs
jump
dash
shoot
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Recombination How often to combine mechanics with other
mechanics?
Actions:A = jump B = dash C = shoot fireball
A AB ABCA B C vs.
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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
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Level
Mec
hani
cs
jump
dash
shoot
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Level
Mec
hani
cs
jump
dash
shoot
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Level
Mec
hani
cs
jump
dash
shoot
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Level
Mec
hani
cs
jump
dash
shoot
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“The Pit” in Braid
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Portal 2 Mechanics
Level
Mechanic
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Recombination
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Robot Unicorn Attack
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Robot Unicorn Attack Progression
Mechanics:A = jump B = dash
A A A B A A BHigh reinforcement, low recombination
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Hello Worlds
Mechanics:A = move B = two worlds C = close world
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A
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AB
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AB
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ABC
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ABC
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Hello Worlds
ABCABCABABA
Moderate reinforcement, high recombination
Mechanics:A = move B = two worlds C = close world
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Starcraft
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Starcraft
ABCDABCABA
DCBA
A A A A
Low reinforcement, high recombination
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What’s the best? No correct answer Some reinforcement but not too much Some recombination but not too much
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Level design techniques Progress through mechanics Progress through decisions Use design patterns
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Level design techniques Progress through mechanics Progress through decisions Use design patterns
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Sid Meier
a series of interesting decisions
(GDC 2012)
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AILevel Solution
Complexity Analysis
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Rock
Me
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Rock
Me
Rock
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Rock
Me
Enemy
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Level design techniques Progress through mechanics Progress through decisions Use design patterns
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Level design techniques Progress through mechanics Progress through decisions Use design patterns
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Design Patterns Conventions of your genre
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Arena
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Stronghold
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Sniper spot
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Choke point
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What are the design patterns for: Tower defense? Puzzle platformers?
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Level design techniques Progress through mechanics Progress through decisions Use design patterns
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Level design techniques Progress through mechanics Progress through decisions Use design patterns
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Group activity #1: Play Thermo
Level
Mec
hani
cs
Mech. 1
Mech. 2
Mech. 3
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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