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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