Prototyping

Classification

#process

Intent

  • Plan out the level.
  • Test the level at an early stage.
  • Provide a parallel process to the more theoretical methods of level design.
  • Support the agile approach of level design.

Problem

General

  • Individuals prefer different methods and processes based on their personal preferences, making it challenging to define a universally suitable process.
  • Designers of software products might initiate the mapping and prototyping of a product too late. Without an early prototype, the project could encounter issues that could have been detected earlier.

Specific

  • Jumping into development without proper level planning can increase time and effort for both designers and the entire team.
  • Designers sometimes lack a clear vision of the end product, focusing solely on theoretical visions and what-ifs.
  • Prototyping and blocking out the level aids in understanding and planning.

Process Steps

1. Understand what to create

2. Create a bubble diagram or flowchart

(Source: TychoBolt (K., Alex) 2020 - In Pursuit of Better Levels, p.9)

3. Draw a Map

  • Illustrate the diagram from step 2 as a map and add details.
  • Plan combat, visual cues, and more.
  • Input: The Molecule diagram from step 2, decisions regarding combat, encounters, architecture, mechanics, and pacing/reward schedules.
  • Application: Create a map, refine the level’s pacing (e.g., intense combat gameplay and exploration areas), plan platforming sections and puzzles, estimate the number of rooms and enemies, and make relevant notes.
  • Output: A Map.
  • Relevant Roles: #roles/designer Designer, #roles/artists Artist.
  • Relevant Tools: Digital Art Tools.
  • Relevant Methods: Drawing a Map, Pacing Diagram, Reference Collection, Symbols and Visual Language, Behavior Diagram, and possibly Combat Design.

4. Get a sense of space

  • Roughly construct the level to grasp its spatial aspects quickly.
  • Test which ideas work and identify those that don’t.
  • Input: The map from step 3, one of your preferred Game Engines.
  • Application: Create a rough 3D representation of the level using basic blocks. Maintain the map’s scale.
  • Output: Not a complete Blockout, but a 3D version of the map without details, along with early problem detections and decisions.
  • Relevant Roles: #roles/designer Designer, #roles/engineers Engineer.
  • Relevant Tools: Game Engines.
  • Relevant Methods: Massing (early stages).

Roughly mapping out the level, similar to a Gym Scene (Source: TychoBolt (K., Alex) 2020 - In Pursuit of Better Levels)

5. Iterate over the map

6. Blockout the level

  • Implement the level with rough blocks, also called whiteboxing (architecture reference).
  • Input: The refined map from step 5 and the level from step 4.
  • Application: Construct the level using blockouts to define essential architecture and objects. Continuously test the level and make adjustments to parts that aren’t working.
  • Output: A Blockout.
  • Relevant Roles: #roles/designer Designer, #roles/engineers Engineer.
  • Relevant Tools: Game Engines, Computational Tools.
  • Relevant Methods: N/A

Whiteblocking in SWARM! to test the dynamics of the level Whiteblocking in SWARM! to test the dynamics of the level (Source: SWARM!)

Blockout in Uncharted (2007) Blockout in Uncharted (2007)

7. Iterate over the level

  • Improve the map and the blockout through iterative processes.
  • Repeat the cycle of Implement -> Test -> Iterate.
  • Gradually add more details and make decisions until you are satisfied with the outcome.

Iteration process by Tommy Norbert Iteration process by Tommy Norbert _(Source: Tommy Norbert’s website, link)__

Applicability

  • This process provides a solid starting point for designing the spatial layout of your level.
  • However, it may not suit everyone’s preferences and is not a mandatory approach. Consider it as a source of inspiration.
  • It requires multiple iterations, as highlighted by Tommy Norbert.

Pros and Cons

Pros:

  • A practical starting point, especially for beginners.
  • Effectively addresses spatial layout and implementation.
  • Iterative approach prevents the carryover of early problems into later development phases.
  • Supports agile Game Development.

Cons:

  • Usually requires collaboration and cannot be executed by a single person, making it relatively complex.
  • Not suitable for everyone and may not align with all design philosophies.
  • Primarily focuses on spatial layout, leaving detailed architectural work for later stages.
  • May feel disconnected if you solely concentrate on spatial layout without considering the story or pacing within the level.
  • Risks neglecting game mechanics if the focus remains solely on spatial layout.

Relevant Literature

TychoBolt (K., Alex) 2020 - In Pursuit of Better Levels

Totten 2019 - An Architectural Approach of Level Design

Tommy Norberg Website

Uncharted (2007)

SWARM!

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