
Level Design Process
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Brain Storm / Research / Game Pitch:
It's important to me to create a new experience for players when they play. Usually I was given parameter on what I need to create a level for, sometime is base on a theme, sometime is base on a mechanic or a hero art asset.
Next I decide on a map theme and start to look for reference images for the level’s atmosphere and the mood. Depending on what kind of level i am designing, I sometimes need a lot of reference image to create certain mood and atmosphere.
Once I have a good idea of the map theme, I start planning the actual gameplay areas and the basic win and lose condition for the level.
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Mapping / Planning / Game Design Document:
Depend on the game i am working on, sometime I use photoshop to draw out quick level layout and player path, enemy pocket, key and door location etc. This will become the base when I start to block mesh in game engine later. If it is a platformer or puzzle, I usually use papermapping instead for this phrase.
Here is some example of level map I made:
I also start to write up Game Design Document at the same time, it usually consist the game asset list , win and lost condition of the level, mechanic involve, cut-scene, NPC, dialogue, objective text, UI flow and sound asset need.
Here are some examples of level/game design documents I have done:
House Breaker Game Design Document
I always visualize myself walking through the different areas of the map or interact with different asset. By doing this, I get a lot of new ideas and inspiration and can solve many design issues.
During all these steps, I make notes of new assets that would have to be created.
My goal is to always create level that engage players.
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Prototyping & Blocking out the level:
Following the level design layout plan made earlier, I enter the level editor / game engine and start building the basics of the level in brushes without any fancy graphics to make it easy to change things fast if needed. I build a mockup of the level from start to finish and add everything essential to walk, jump or shoot to test the map. This includes creating rooms, holes for doors and windows, balconies, pillars and other core parts of the map. I call it play pathing.
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Testing 1 /Feedback:
Here I play the “blocked out” level to make sure everything built so far works so the player can walk, jump, crawl, shoot and so on without getting stuck or walk into a bug and everything is working according to plan.
I try to identify problems early, like an off limits area being accessible by some clever jumping. I also always ask coworkers for valuable feedback at this stage to get even more input.
I take notes and screenshots of any problems found during testing and also list all feedback.
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Changes:
If any problem was found with the blocked out level during testing I go through the notes, fix it and test again until everything works perfectly then go through testing phrase again if time allow.
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Improving the level
Here I improve the level by doing some minor tweaking, add more feedback, tweaking player pathing, lighting etc.
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Detail The Level:
After game play play proof, it’s time to turn all the blocks into a good looking level by adding art asset such as 3d/2d props, water, particles, sounds, lighting and music from the art team. This is usually made by fellow team member and my job is usually to put them all together to recreate the vision we have back in the planning phrase.
I always make sure every part of the level is easy for players to know where they are and where they are supposed to go using distinct landmarks and such.


