Text

Description

Text refers to written or typed content that is an integral part of the game, used for various purposes such as storytelling, providing instructions, conveying information, and enhancing the player’s overall experience. Text in level design can encompass a wide range of textual elements and serve as:

  • Narrative Text
  • Subtitles
  • Game Dialogue
  • Quest and Item descriptions
  • UI and menu definitions
  • Tutorials and instructions
  • Warnings
  • Loading Screen text
  • Ingame books
  • Navigation and signs

During the process of designing a level, text can serve as a communication medium that encompasses decisions and concretizes ideas. Text describes sketches and diagrams and simplifies the process of understanding the output of level design methods.

Examples

Decision dialogue in Baldurs Gate 3

A book readable in Skyrim

Text produced while deciding on the concept of a game (https://gamedesignskills.com/game-design/level-design/)

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AssetBlockoutCollectionDecisionDiagramDocumentDrawingGraphHypergraphMapPrototypeSketchTextTimelineVenn diagramAxonometric wikipedia linksIsometric projection in game developmentStereo orthogonal axonometric perspective for the...A systematic review of game design methods and...Toward a domain specific modeling language for...What is umlCombat in gamesDiablo GDDDoom bible (gdd)Evolutionary dungeon designerGdd tutorialGame design document websiteHow to write a game design documentWhy use game design documentsWrite game design documentGame design workshopStages of game developmentHigh concept movies and marketing in hollywoodLevel design bookExamining game pace how single player levels...Level design pacing gameplay beatsAndersen 2016 how to write a game Changing audio...Design pillars the core of your gameDiablo 3 seven design pillarsGame design pillarsPrince of persia design bibleAmazonArtstationBridgerton referencePurerefReward schedules and when to use themSchedules of reinforcementSchell 2014 a book of lensesThe benefits of playing video gamesThe metrics of space molecule designThe use of player Centered positive reinforcementTotten 2019 an architectural approach of level...Tychobolt (k., alex) 2020 in pursuit of better...Visual organizing balancing coordination and...Zimmermann 2003 play as researchAxonometricBehavior DiagramCritical Path AnalysisDrawing a MapGame Design DocumentGym SceneHigh ConceptLensesLevel PartiMassingMethod LayoutMolecule DiagramMood BoardsNintendo Power MethodPacing DiagramPaper PrototypePillarsProximity DiagramReference CollectionReward ScheduleSymbols and Visual LanguageGame Design DocumentGame DevelopmentPrototypingIterative Map DesignSoftware Engineering WorkflowArtistDesignerEngineerManagerPlayerTesterWriterArtifact templateMethod LayoutProcesses layoutRoles layoutTools layoutCommunication ToolsComputational ToolsDigital Design ToolsDigital Collection ToolsDigital Diagram ToolsGame EnginesNon-digital Design Tools