GameDev

How to Make a Good Game Level

How to Make a Good Game Level

Learn: Profession 3D Artist

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Level design is a key element of any game, extending beyond the visual aspects and aesthetics of locations. Mikhail Kadikov, who worked on levels in projects such as Hunt: Showdown, The Climb, and Might & Magic Heroes 7, argues in his book, Designing Virtual Worlds, that level design includes many aspects, such as gameplay, architecture, lighting, special effects, sound, and other important elements. An effective level should harmoniously combine these components to create an engaging and memorable gaming experience.

Mikhail believes that a level designer fulfills the role of a game designer, creating gameplay within levels, unlocking the potential of key mechanics, and providing players with a unique experience. However, the question arises: how to design and implement this experience in three-dimensional space? How can you make a level not only usable and functional, but also engaging? To achieve these goals, it's important to consider the balance between difficulty and accessibility, as well as integrating elements that promote player engagement. Quality level design requires a deep understanding of game mechanics and player psychology.

We interviewed level designers, development leads, and 3D artists to find out the secret to great level design. As expected, the opinions were varied, which is what makes this information so valuable. Each essay represents personal experience, knowledge, and methods that the developers are willing to share. These insights can help better understand how to create engaging and effective game levels, which is a key aspect of a successful game project.

Vasily Skobelev

I've been developing games for over eight years, and during this time, many people have asked me how to create the perfect level. Often, in response, they expect to hear examples from AAA games, where developers share their knowledge of software or specific design techniques. However, creating a successful level requires a deeper understanding of the game's mechanics, player interaction, and overall pacing. It's important to consider not only technical aspects but also the player's emotional experience to ensure a level is truly memorable and engaging. The secret to successful programming lies not only in knowledge of current software or practical experience accumulated across numerous projects. It's important to have the right approach and development culture. This includes an understanding of principles, flexibility in learning new technologies, and the ability to work in a team. A development culture shapes the quality of code, promotes effective collaboration between project participants, and helps achieve better results. Therefore, to become a successful developer, it is necessary to focus not only on technical skills, but also on developing professional values ​​and approaches.

The level and its blockout from the game Destiny 2: Shadowkeep by Bungie. Image: Jeff Horal / Artstation

What am I trying to convey? Everything is crystal clear. To ensure this essay is truly useful, I won't delve into the details of developing content for specific genres, platforms, or engines. There are plenty of similar guides online. Instead, I'll try to highlight a few universal principles that will be relevant for level designers regardless of their level and experience. Let's get started.

The main rule to remember is to avoid speed work. Completing tasks quickly may only be appropriate as part of a test assignment during a hiring process. Historically, employers have used this approach to motivate candidates to complete tasks promptly. However, the quality of the work should always be a priority, as rushing can lead to errors and a decrease in overall efficiency.

In all situations, it's important to focus on quality over speed. As a rule, when the emphasis shifts to speed, the quality of the work inevitably suffers. A prime example of this is the release of Diablo 2: Resurrected, which was plagued by numerous critical bugs, especially in online play. It's unlikely that any of the players would say, "At least they did it quickly." In the art world, the speed with which an artist creates their work isn't taken into account. Artistic value lies in the quality and originality of the work, not in how quickly it was completed. Therefore, when performing any task, it is worth remembering that it is the quality that determines success and the perception of the result.

Early gameplay of Diablo 2: Resurrected Image: Diablo 2: Resurrected / Blizzard Entertainment

A person cannot work with the same efficiency all the time, and this is natural. If you feel like you are not coping, do not exhaust yourself. Instead, take a break to rest, refresh your thoughts, and reconsider your approach to design. Sometimes an entire day can be unsuccessful, and this is normal. It is important to be in a comfortable environment and strive for a high-quality result, rather than mechanically copying templates. Remember that inspiration and a creative approach play a key role in creating a unique design.

Approaching the second rule, it is important to focus on the idea. Remember why you are choosing a location and what ideas you want to implement. The location should support these ideas, not simply exist. The choice of location is important for creating a holistic perception and atmosphere that will help convey your concept to the audience.

Red Dead Redemption 2 is a game that combines both positive and negative aspects. The drawn-out narrative, slow animations, and unpredictable weapon contamination may be a source of frustration for some players. However, each of these elements serves a single purpose: to create an authentic Western feel, allowing you to feel like the hero of this gripping story. Ultimately, despite its shortcomings, the game immerses you in the atmosphere of the Wild West and offers a unique experience that is hard to forget.

Create a list of locations you want to work on. This can be a kind of to-do list. It should include both general ideas, such as "create a cylindrical location" or "implement two tiers of elevation," and more detailed elements, such as "bend the stairs at point X at an unusual angle" or "remember to place cover in passage B." Be sure to draw a level diagram for clarity. This will help focus on key aspects of the design and improve the overall structure of the game space.

Molecular level diagram, also called a Bubble Diagram Image: Cindy Aime / Pinterest

You can create a simple molecular diagram with named nodes, such as "bridge" or "lighthouse," or a more detailed map of the area, maintaining proper proportions. It's also helpful to depict the location from the player's perspective to show how it will look upon entry. Be sure to review your notes as you work, as some details may be overlooked. Taking notes on paper will help you capture all the important moments and ideas.

A top-down view of the level (left) and a perspective sketch of the same level (right) Image: Andrew Yoder

Approaching a less obvious aspect, it's important to note that location authorship doesn't mean you control every decision. Don't be afraid to share your decision-making process and conduct playtests. Surprisingly, you don't have to work out every detail and twist in a level yourself. Delegating responsibility and being open to change can significantly improve the final result.

Get feedback from colleagues. It's best to present your ideas for the location in advance before implementing them. For a more engaging experience, it's worth testing your proposals with different colleagues individually. This will allow you to receive constructive feedback without the influence of group dynamics. Give people the opportunity to "voice" their ideas about the location.

Ultimately, you remain the author of the project, since you initiated all the processes and assembled the final version in the game editor. Now this version will take into account the feedback, and your colleagues will feel involved. In some cases, they will even be responsible for certain decisions, which will improve the overall efficiency of the team and the quality of the final product.

Try, explore, and you will definitely find what you are looking for. The main thing is not to lose hope and keep moving forward. Perseverance and persistence will help you achieve the desired result.

  • Atomic Heart page on Steam
  • Vasily Skobelev's blog on Telegram

Maria Oblozhko

My name is Masha. I am a 3D artist and an aspiring level designer. In our studio, we follow the principle: "If you don't know how, then learn." This means that every new task is an opportunity to develop in an unfamiliar area. This is what happened in my case. I accepted the challenge and began studying level design, which allows me to expand my skills and create unique projects.

One Day More was in the early stages of development. Locations were formed from cubes, and the character moved in a T-pose without animations. Most of the levels were conceptually ready; all that remained was to focus on their refinement and implementation.

The fourth level raised many questions and confusion. Many didn't know where to start, what to rely on, and what exactly to include in this level. Only the storyline was known. The fourth level reveals a part of the story in which the main character, Hannah, composes a song. Her dream is to perform at a concert and sing the song with her friends. This level immerses the player in the creative process, exploring the interactions between characters and their desire for self-expression.

Work began with the first prototype, which had an abstract level. This prototype lacked game mechanics and clear gameplay. A beautiful location alone isn't enough to create engaging gameplay. The player could only move forward and sideways, enjoying the background music. We later tried adding objects, but that didn't solve the monotony. As a result, we decided to completely rework the level to improve the gaming experience.

Image: concept art for the game One Day More / Watt Studio

Creating a level in Unreal Engine can be a daunting experience, especially when you're faced with a blank scene and a ton of vague ideas. In this case, finding reference is a top priority. It will help you form a clear vision of the desired result and inspire your next steps. References can be both visual and conceptual, so it's important to study a variety of sources, such as artwork, games, and films. This will not only help you determine the style and atmosphere of your level but also avoid common mistakes that many developers make. Start by analyzing successful projects to understand how they build their levels and what elements make them engaging.

The music creation process can be thought of as a unique journey into a world of ideas and emotions, visualizing it as a location where the player finds themselves inside the composer's mind. This is an unusual concept that requires deep reflection. After active discussions and brainstorming sessions, we began developing a new prototype. The game designers explored game mechanics, the composer sought original solutions for the voiceover, and I, as a designer, focused on the visual component. It's important that each element works harmoniously together to create a cohesive experience for the player.

I created several mood boards reflecting the level's atmosphere and architecture. At this stage, the idea arose to style the level as a sound recording program. Our composer developed several sketches depicting MIDI "bars" levitating in the empty space of the level, creating the feeling that Hannah is moving within the sound editing program. She then added DJ-style elements like knobs, faders, and pads to further enhance the level's audio theme.

Image: Concept art for One Day More / Watt Studio

After some time, a new prototype was developed. Now it was clear what needed to be done and what direction to take. We realized that we could take a break and reflect on the puzzles. At this stage, the game transformed into a runner, where the player must constantly move forward, simultaneously solving puzzles and clearing the path. The concept was based on continuous movement, which symbolized the flow of thoughts in the process of creating music.

We enthusiastically presented the prototype to our colleagues and anxiously watched its testing. However, their reactions made it clear that they were not interested. The puzzles were too simple, the visual design was unimpressive, and there was no desire to complete the game. It is worth noting that our colleagues are wonderful people, but this time we were unable to interest them.

Work becomes difficult when thoughts arise in your head that nothing is working. All efforts seem futile: the gameplay isn't engaging, and level elements don't flow logically, disrupting the overall pacing. It's important to accept this state, return to an empty scene, and begin the creative process again, delving into ideas and concepts. A creative approach requires patience and persistence, as only through trial and error can the desired result be achieved.

The process of creating a high-quality product involves significant development and constant change. It often requires reworking various elements, whether it's a game, a cartoon, or a character. Testing and evaluating the completed work are critical stages that may seem difficult, but they are necessary to achieve high quality. Looking at a project from a different perspective can yield new ideas and improvements. This becomes an incentive for growth and requires the ability to accept and analyze criticism. Even this essay has gone through several iterations, emphasizing the importance of the process of refinement and improvement.

At that time, there were many projects in progress, and there weren't enough people to implement them. As a result, the level designer took on additional responsibilities related to game design. This work turned out to be complex and unclear, but at the same time very exciting. Being far from this field, I began to think about what I could contribute to the creation of the game.

I began creating new mood boards and developing another prototype. This time, I'm using 3D software, as working with Unreal Engine's physics and logic was challenging for me at the time. I based my work on one of my colleagues' rejected level designs, trying to incorporate their comments and make changes while remaining true to the original idea, which I still liked.

Together with the composer, we developed a new concept that abandoned the traditional soundscape. Instead, we retained elements of a DJ booth and integrated abstract musical instrument shapes that fit seamlessly into the overall puzzle structure. This concept allows for a unique experience of interaction with music and riddles, drawing attention to new sounds and forms.

Image: concept art for the game One Day More / Watt Studio

The long-awaited "approval" has become a reality! I transfer the prototype to the engine and invite all the game designers to help with the technical setup. After testing, I discover several edits. We don't despair: we make changes, test again, and repeat this several times. This is an important stage, which, as I already mentioned, is the key to a successful game.

During the game's development, we decided to replace a significant number of my puzzles with more original ones or modify existing ones. However, I'm still proud of the few puzzles that remained unchanged and made it into the final version of the game.

Our team did a significant amount of work on the game's voiceover. Since the location is closely tied to the musical accompaniment, it was necessary to harmoniously integrate sound and gameplay to ensure maximum player immersion. We developed a unique mechanic with portals, through which the character Hannah activates a sound wave. This wave spreads throughout the level, causing objects to bounce. Portals also serve as achievements for Hannah: crossing one not only triggers a sound wave but also launches a new musical loop in the soundtrack, including drums, violin, and melody. These elements enhance the player's interaction with the game world and create an unforgettable audiovisual experience.

The game features approximately 15 portals, each creating a unique atmosphere. Initially, the player is immersed in an ambient soundscape that fills the space. However, when Hannah passes through the final portal, all the musical content merges into the final composition. At this moment, the player fully experiences the song the protagonist created for her performance for the first time. This musical climax is an important moment in the game, emphasizing the character's development and creative journey.

Screenshot: One Day More / Watt Studio

The result is an abstract level composed of DJ booth elements and fragments of musical instrument samples. The player assembles the final composition step by step. The beginning of the level symbolizes a "blank slate," and as the player progresses, more and more details appear on this "slate." Finally, we find ourselves in a location inspired by the city of Santorini in Greece. Thus, the player goes from complete abstraction to a world approaching realism. This experience allows for a deeper understanding of the interaction between music and visual art, creating a unique atmosphere.

The secret to successful level design lies in careful research, rethinking concepts, and using references. These three aspects are fundamental to creating a high-quality gaming experience. Understanding player needs and adapting ideas from various sources allow you to create unique and engaging levels that will hold attention and generate interest.

It is important to remember that reworking a finished work is crucial, even if everything looks perfect at first glance. Seek inspiration, collect a variety of references, and experiment with their implementation. Then, select the most successful solutions and refine them to the final version. Creating a high-quality design is the result of a long process of research and experimentation.

  • One Day More page on Steam
  • One Day More group on VKontakte

Release of the game on VK Play platform: pros and cons based on the experience of Watt Studio, the developers of One Day More.

The VK Play platform attracts the attention of developers due to its wide audience and monetization opportunities. Among the main advantages are high traffic and an active user community, which allows for quicker feedback and adaptation of the product to player needs. Integration with the VKontakte ecosystem also provides easy access to social features, which can contribute to the game's viral spread.

However, there are also disadvantages worth considering. Restricted publishing rules and strict content requirements can complicate the game launch process. Competition on the platform is also fierce, requiring developers to make additional efforts to attract attention to their project.

The experience of Watt Studio, the creators of One Day More, shows that a successful release on VK Play requires careful preparation and consideration of all the platform's nuances. It's important not only to create a high-quality product, but also to position it correctly in a competitive environment.

Vyacheslav Kozikhin

I'm not an outstanding level designer, but I rely on the skills of my talented colleagues. However, I have accumulated internal experience and a set of rules that I would like to share. This experience was formed by working with isometric games and games with a camera positioned above the character over the past 8-9 years. While the principles I propose can be applied to all projects with elements of free exploration, they are especially relevant for games where freedom of action and exploration of the surrounding world are important.

In my opinion, this technique is suitable for most game projects. By developing a layout based on this design, we give the player the opportunity to naturally explore the location. This eliminates the need to turn around or return to previously completed areas, which significantly improves gameplay and engagement. This approach fosters deeper player integration into the game world, making exploration more intuitive and engaging.

In modern open-world games, dead-end corridors are becoming redundant. The exception is labyrinthine levels in RPGs, where players are faced with the choice of turning right or left. In such cases, resources must be expended to navigate passages and open new rooms. This creates intrigue and adds a strategic element to the gameplay, allowing players to make important decisions. It is important that such elements are well balanced so as not to irritate users and maintain interest in the game.

Cyclic level diagram Infographics: Skillbox Media

In the basic version, the gameplay loop is represented by a circle. The player begins their journey at the starting point and eventually returns to it. If you want to increase the complexity and appeal of the location, consider using two intersecting circles. Simply put, create a figure-eight structure. This will add depth and variety to the gameplay, making it more engaging for players.

The warehouse at Magellan Station in Encased. It may seem confusing at first, but navigation there is actually several intersecting rings. This solution allows you to quickly run through the entire location. Screenshot: Encased / Dark Crystal Games

Want to complicate your game layout? Consider adding elevation differences. For example, on one of the circles of your cyclical figure-eight, you can place suspended platforms partially elevated above the level the player has already explored. This will not only diversify the gameplay but also create additional tactical opportunities, allowing players to find new paths and strategies.

To create a more dynamic exploration, we recommend adding shortcuts and additional transitions between different circles. This is especially effective in unexpected places, such as stairs, ventilation shafts, or trolleys. Moreover, the transitions do not necessarily have to be two-way, which opens up additional opportunities for interactivity and participant engagement. Using such elements can significantly enhance the interest and immersion of exploration.

Leave some elements unexplained if the game's design principles allow it. Allow the player to complete your work independently, allowing their imagination to fill in what might otherwise be missing from the plot. This will create an intriguing atmosphere and deepen engagement, allowing each player to interpret the game world in their own way. This way, you not only enrich the experience, but also stimulate creativity, which is an important aspect of modern games.

A prototype of a side-scrolling RPG in the Encased universe, which is unlikely to see the light of day. A curve in the road is a good way to show the player that the current location is just one "screen" in a vast world. Image by Vyacheslav Kozikhin

In every game world, new possibilities and unexplored spaces always lurk beyond the level. The player's current position is not just a limited scene, but part of a vast universe that existed before their arrival. It is especially important to pay attention to the design of transitions between locations and map boundaries. How are they visually perceived? Do they create the illusion of infinity and a smooth transition into the distance? These details play a key role in creating an immersive gaming experience and help the player feel the scale of the world.

Level design is a unique combination of game design and art direction, requiring the developer to be able to think in both categories. Maintaining the logic of the game world is key. If the player observes a platform where NPCs are moving, they should be able to explore and navigate it. This creates a sense of continuity and believability, which significantly enhances immersion. A proper approach to level design not only improves gameplay but also increases interest in the environment, making it more interactive and engaging.

If a chest looks interactive, it absolutely should be. The balancer won't allow interactive chests to be placed everywhere. In this case, it's worth asking 3D artists to create a "broken" version of the chest or one covered with an antique tablecloth. Players will quickly learn to distinguish between interactive and static chests, simplifying the balancer's work and providing level designers with a variety of assets to enrich the game world. This will help make the game more engaging and varied, and will also improve the overall user experience.

During game development, situations often arise where a designer gets carried away creating locations, focusing on their own artistic preferences rather than on the player's needs and gameplay. Observing development at this level and viewing intermediate screenshots can be a joyful experience for the designer's artistic approach. However, when integrating a location into the game and moving on to a global review, the game camera is activated and gameplay restrictions are applied. At this point, it becomes obvious that the emphasis is placed on elements that the player is unlikely to notice. Navigation and exploration are not as convenient as expected, and the pace of the game becomes choppy, leading to unsightly areas in the frame. Therefore, it is important to remember the balance between artistic vision and gameplay experience to create an attractive and functional location for players.

Regularly test the levels you create and organize playtests. If possible, test levels with the equipment and abilities that players should have available at that stage of the game. This will help identify potential issues and improve the gameplay, providing a better experience for users.

This concludes my short checklist. I hope you found the information useful and can implement the knowledge gained in your practice. I wish you success in your creative work!

  • Encased page on Steam
  • Official Dark Crystal Games group on VKontakte

Elena Alt

Level art in games is an important aspect of level design. These two concepts are closely related, and in some studios the same specialist, the level designer, may be responsible for both areas. Previously, the professions of level art and level artist did not exist as separate disciplines. The designer was responsible for creating a level, including its mechanics and visual design. In modern game development, the role of level art is becoming increasingly important, as visual elements of levels play a key role in creating atmosphere and player interaction with the game world. The artist is responsible for the visual design of game locations. Their responsibilities include creating levels based on final 3D models, setting up materials, integrating assets, and organizing lighting. These elements play a key role in creating an immersive atmosphere and the visual style of the game. Effective interaction between models, textures, and lighting allows for the creation of unique spaces that attract players and enhance their gaming experience.

Level art is an important aspect of game development, responsible for the creation of game levels and their visual design. It includes environment design, object placement, and atmosphere that immerses the player in the game world. Important elements of level art include composition, color palette, and textures, which help create a unique game style. Good level art not only enhances visual perception but also influences gameplay, guiding the player and creating a specific feeling. Successful level designers consider both aesthetic and functional aspects to ensure a harmonious combination of beauty and playability. Understanding the specifics of level art allows you to create memorable and engaging game levels that remain in the memory of players.

  • For a level artist to begin work, they must have a blockout of the entire scene. This task is performed by the designer. The artist then transforms this blockout into a level with the final image.
  • A 3D artist creates models for the level artist. But often, some of the 3D models are created by level artists themselves.
  • Each studio has its own requirements for the number of skills required of an artist. The basic one is working with a game engine. Modern studios often require skills in 3D packages.
  • In addition to technical skills, the list of hard skills of a level artist includes knowledge of composition, forms, and color. These skills are what distinguish them from a designer. For the latter, they are not included in the list of required skills.
  • A level designer thinks in mechanics (gameplay), and an artist - in images.
  • A designer makes a level interesting, and an artist makes it beautiful.
  • If a project is divided between designers and level artists, it is extremely important for specialists from both fields to work together. The blank created by designers, after the integration of art, should remain interesting and understandable to the player.

Now let's take a closer look at the techniques and tools in the arsenal of a level artist. These techniques and tools play a key role in creating engaging game environments and ensuring high-quality visuals. Level artists use a variety of software tools for modeling, texturing, and lighting to create atmospheric and interactive worlds. It's important to note that successful application of these techniques requires not only technical skill but also a creative approach that helps make levels unique and memorable for players.

The gaming industry often uses arrows or guide lines to guide the player. However, this approach is considered less than elegant. In such cases, level designers can create a sense of linearity and a lack of creativity. Instead, it's worth employing more sophisticated techniques that allow players to explore the world independently, avoiding the feeling of being led by the hand. This not only improves the player experience but also makes the gameplay more engaging and immersive.

Artists play a key role in solving this problem. One common technique for guiding the player to the desired point is the use of light. This method is also actively used to highlight important interactive elements in the game. Proper lighting not only directs the player's attention but also enhances the visual atmosphere, making the gameplay more engaging and intuitive.

Screenshot: game Stray / BlueTwelve Studio

An effective method of keeping the player on track is to use color coding to mark points of interest or interactive objects. It is crucial to minimize or completely remove non-interactive elements of the same color from the level. This will help the player better navigate the game space and focus on important objects, improving the overall gaming experience.

One of the most striking examples of the use of color coding in video games is the parkour action game Mirror's Edge. In this game, objects that the main character can navigate and interact with are highlighted in red. This approach not only helps players quickly navigate the environment but also creates a unique visual aesthetic that emphasizes the dynamics of the gameplay. Mirror's Edge remains an important example of how color can be used to enhance the gaming experience and navigate complex environments.

Screenshot: Mirror's Edge game / EA DICE

In The Last of Us, points of interest are highlighted in yellow. If a player gets stuck or lost, they can easily find a yellow object in the scene and navigate to it. This simplifies navigation through the game world and helps to focus on the main tasks and quests.

Screenshot: The Last of Us / Naughty Dog game

In Naughty Dog's Uncharted series, almost all surfaces suitable for the protagonist to climb are painted white. This color scheme is essential to ensure that players are clear about whether a particular surface can be climbed. The white color serves as a visual cue, directing players to possible actions in the game. This approach significantly improves the gameplay, allowing you to focus on exploring the world and solving problems, without being distracted by the uncertainty of choosing a route.

Screenshot: game Uncharted 4: A Thief’s End / Naughty Dog

I'm currently working at Odd-Meter on the Indika project. We considered using white markings to indicate paths and surfaces the player can move along. However, we abandoned this idea because the white color doesn't serve its intended purpose against the snow-covered white stone architecture. It blends in with the surroundings and is lost against the backdrop of the overall landscape.

Screenshot: Indika / Odd-Meter game

The decision to add visual cues, or beacons, to players is made in collaboration between designers and level artists. It's important that these cues fit harmoniously into the overall visual concept of the game and don't disrupt its integrity. Visual cues should be carefully considered to support the game's atmosphere and enhance the user experience without distracting from the main gameplay.

I've mentioned only a few of the tools available to level artists. Listing them all would require an entire book. It's important to use these tools correctly, avoiding forcing decisions on the player or directly attacking their perception. Place them in context, consider how to make environmental elements less intrusive while still providing information. Furthermore, artistic decisions should support the game's core mechanics, not contradict them.

This principle also applies in reverse: mechanics should not disrupt the already established style of the level's design. Therefore, it is important for the design and art departments to collaborate at all stages of level development. This will ensure a harmonious blend of mechanics and visuals, which will ultimately improve the quality of the gaming experience and user satisfaction. Collaboration will help avoid inconsistencies and create a more cohesive and attractive gaming environment.

  • Indika's Steam page
  • Official Odd-Meter community on VKontakte

Denis Kuandykov

Defining a good level can be as subjective as evaluating a quality game. Therefore, it is easier to highlight three key aspects that do not depend on various tricks or gimmicks.

  • It's almost a philosophy, but good design = invisible design.
  • A good level is a playground.
  • Mental mapping. Simply put, a good level should play without a UI, minimaps, or any other cues.

The work of a level designer is most noticeable during preproduction. The designer must not only bring blocks to a final state but also support the team throughout the rest of the process. This stage is the foundation of the entire project. Many aspects that will subsequently determine the high quality of the level and simplify the production process are established in the early stages of development. Proper organization and thoughtful level design ensure the successful implementation of the game and contribute to the creation of an engaging gaming experience.

Let's dive deeper and consider this topic in more detail.

Design can be broken down into several key components, which allows for a more complete and clear understanding. Each design element plays a role and contributes to the overall experience. By analyzing these components, you can better understand how they interact with each other and influence the final result. Unobtrusiveness is a key aspect of interaction that helps create a comfortable atmosphere in communication. In today's world, where information and advertising surround us everywhere, the ability to be unobtrusive is especially important. This applies to both personal and professional relationships. An unobtrusive approach helps establish trusting relationships where people feel free and open. In marketing and sales, unobtrusiveness is manifested in the ability to offer a product or service without creating pressure on a potential client. Instead of pushing, the focus is on the needs and desires of the audience, which facilitates more natural decision-making. Furthermore, unobtrusiveness promotes a deeper understanding and perception of information. When communication takes place in an unobtrusive manner, people are more likely to listen attentively and perceive the essence of the message. This also helps avoid conflicts and misunderstandings, creating conditions for constructive dialogue.

Thus, unobtrusiveness is an important element in both personal and professional relationships, promoting harmonious interactions and improving the quality of communication.

You can study the many "rules" of level design available online and in literature. I emphasize the word in quotation marks because the desire to create universal rules resembles an attempt to simplify the process in a context where games as a creative product are constantly evolving. This applies both to global trends and to the specifics of developing a specific game. It's important to remember that successful level design requires flexibility and adaptation to changing conditions and player needs.

Blockout of the Valley of the Dolls level from Ready or Not. Image: Denis Kuandykov / ArtStation

The modern, labyrinthine corridors of the original Doom feel distinctly old-school given their structure. Today, such spaces aren't created purposefully—they've become an anachronism in game design. But what's the role of unobtrusiveness in this context?

Modern designers often use techniques such as leading lines, landmarks, and unconventional spaces to create a striking composition. However, such elements can feel superfluous if they don't serve a clear purpose. Players quickly recognize such techniques, and this can distract from the core gameplay. For example, if a level suddenly becomes overflowing with health packs and ammo without any indication of the upcoming battle, it can be confusing for the player. The visual narrative must be consistent and logical, otherwise the player loses connection with the story and atmosphere. Creating a harmonious gaming space requires a thoughtful approach to design, where every element serves to enhance the experience and understanding of the game.

Modern games often feature levels that can be described as "proper" and compulsive. As the player progresses through these levels, they feel guided, allowing them to clearly perceive the developer's intentions. These levels display clear traces of the designer's work, which can both enhance the gaming experience and create a feeling of limitation.

Unnecessarily violating metrics and consistency can negatively impact the perception of your content. Metrics such as page load speed, time on site, and user engagement play a key role in SEO and the overall success of a website. Consistency in design and content helps build trust with users and improves their experience. Therefore, it is important to monitor these aspects to avoid lost traffic and declining search engine rankings. A systematic approach to analyzing and improving these parameters will allow you to achieve better results and increase your site's visibility.

Does a character jump forward 2 meters? This is an important metric. Now imagine that during development, a situation arose: a gap 2 meters and 20 centimeters wide was accidentally created. This error can significantly impact gameplay and requires careful correction. All aspects of physics and character interaction with the environment must be taken into account to ensure a smooth gaming experience and avoid unpleasant surprises for players.

Blockout of the Valley of the Dolls level from Ready or Not Image: Denis Kuandykov / ArtStation

Unless the intention is to "a fallen player becomes more attentive to their surroundings in search of a way out," such errors can significantly undermine confidence in the game. The player will not be able to fully trust the rules and will constantly analyze them. In the worst case, such flaws can make the game virtually unbeatable.

It is important to create a sense of trust in the game mechanics in the player. This allows them to relax and focus on the key aspects of the game. An overwhelmed and unsure player will not be able to effectively immerse themselves in the game world or focus on battle tactics. Furthermore, a lack of trust can deprive them of the impressive "wow" moments that make gameplay unforgettable. Providing clear and intuitive mechanics will help players fully enjoy the experience and increase their engagement.

Flow is a state in which a person is completely immersed in the task at hand and experiences a feeling of ease and satisfaction. This state is characterized by intense concentration, complete absorption, and a lack of self-awareness. When you're in flow, time loses its meaning, and your work is of the highest quality.

Achieving a sense of flow is possible in a variety of fields, from creativity to sports and work. To enter this state, it is necessary to create optimal conditions for concentration. This may include choosing the right environment, minimizing distractions, and setting clear goals.

Flow not only improves productivity but also contributes to increased life satisfaction. Understanding this state and applying it to everyday life can significantly improve the quality of task performance and overall well-being.

The topic of philosophy in game development is relevant and provokes a lot of thought. The work of Jenova Chen is certainly an important part of this discussion. His approach to game creation inspires many developers and researchers. If you are not yet familiar with his work, we highly recommend checking it out to broaden your views on the gaming industry and its potential.

The previous two points represent important components of the feeling of flow experienced by the player. An optimal level should create an environment conducive to this state. The player should interact with the level in accordance with its in-game rules. Level design shouldn't distract the player with excessively complex compositions or other elements that could detract from immersion. It's important that all aspects of the level work together to create a harmonious gaming experience. Back to the original idea: good design is invisible design. Invisible design fosters deeper player immersion, allowing them to more easily enter a state of flow. An effective interface and harmonious interaction with game elements create conditions in which the player focuses on their actions, not the design itself. This, in turn, increases enjoyment and retention. By creating invisible design, we aim to minimize distractions and maximize engagement, which ultimately results in a more enjoyable gaming experience.

Neon Tomb level from Ready or Not Image: Mark Ranson / ArtStation

Ultimately, poor design is immediately noticeable. High-quality design, on the other hand, requires more careful analysis and awareness to appreciate its quality, even if you consciously examine its elements.

A high-quality level in game development is more than just a 3D space in your level editor or a primitive 2D diagram with a designated player path. Don't expect testers to follow your exact design. It's important to consider that each player has their own unique approaches and strategies, which may differ significantly from your expectations. Level creation requires a deep understanding of game mechanics and user behavior, as well as flexibility in design. An effective level should provide players with the opportunity to explore, interact, and find their own paths to the goal, which makes the gameplay more engaging and varied.

The concept of a "playground" is actively used in modern architecture and continues to evolve. In the future, in 15-20 years, this may become commonplace, similar to what happens in modern games. In such "playground" spaces, environmental elements are perceived as accessible for interaction, which opens up new opportunities for creativity and design innovation.

In real life, we adhere to certain rules of behavior. For example, we don't cross roads unnecessarily—that's what sidewalks are for. We don't jump over neatly trimmed bushes—why would we? However, it's worth remembering childhood, when it was exciting to overcome obstacles like fences or hide under thorny raspberry bushes like a video game hero. These moments filled us with a sense of freedom and adrenaline, creating unforgettable memories.

We've matured and become more serious, but this hasn't killed our love for games. In them, we can realize our desires and instincts. Games take us back to childhood, allowing us to jump, explore, and overcome obstacles. They create a space for creativity and freedom, like a children's sandbox or a construction site. Gameplay allows us to experience the adrenaline rush and joy of achieving goals, making them an indispensable part of our lives. The "playground" is the foundation of the sandbox genre and an essential element of many first-person shooters. The Dust 2 map from the Counter-Strike series is a prime example of an effective "playground." The designer didn't strive for realism, ignoring the logic of the real world when designing streets, building facades, and traffic flows. Instead, the emphasis was on creating an engaging and balanced gameplay experience. This approach allows players to focus on strategy and interaction, which makes the gaming experience more immersive.

Dust 2 map in Counter-Strike: Global Offensive Screenshot: Counter-Strike: Global Offensive game / Valve

I've mentioned this concept before. Designers sometimes use it in their practice. A level that connects this concept with mental mapping corresponds to high-quality navigation. This is directly related to the first two points I discussed earlier. Improved navigation helps users navigate the site faster, which has a positive impact on user experience and reduces bounce rates.

A high-quality game level doesn't always require prominent landscapes like towers or mountains. The main thing is that the level elements guide the player and create an interesting gameplay experience. For example, a mountain that serves as a landmark doesn't necessarily have to be surrounded by a forest. What's important is that its silhouette emphasizes key elements of the level, such as a tower. Paths are often located under towers, which also act as guides for the player.

So-called "breadcrumbs" can be placed inside the tower. In the form of objects that encourage the player to explore the space and ascend to higher levels. Some designers don't even see a problem with the fact that the tower contains only a spiral staircase, which the player can only ascend, without the ability to interact with other elements. This creates a unique experience focused on exploration and reaching heights, which can be an interesting feature of the level.

The use of mental mapping is an effective tool for improving memory and spatial orientation. The term "mapping" implies the creation of a map, and "mental" indicates that this process occurs in the player's mind. This means that the player needs to slightly activate their thought processes to remember and navigate the space being explored. This approach promotes the development of cognitive skills and improves the ability to quickly assimilate information. Mind mapping helps not only in games, but also in learning and everyday life, creating clear mental images that make it easier to perceive and remember information.

Valley of the Dolls level from Ready Or Image: Laetitia Bertrand / ArtStation

An experienced designer always pays attention to the player's first emotion when they first enter an unfamiliar level and know nothing about their surroundings. This feeling of tension, mixed with curiosity, significantly increases the player's concentration. It is important to create an atmosphere that enhances these emotions so that the player can fully immerse themselves in the gameplay. Effective use of design elements such as lighting, sounds, and visual cues helps emphasize this tension and interest, which ultimately has a positive effect on the overall perception of the game.

After this, it is necessary to gradually introduce the key elements of the level to the player, gradually capturing their attention. It is important not to overdo it. If there is too much information in the level, it can lead to a loss of concentration. A strategic approach to content delivery will help maintain interest and ensure deeper immersion in the gameplay.

Artists and designers must create unique map elements to differentiate them from one another. Even two sidewalks on the same street can have different styles. For example, one sidewalk might feature green areas with flower beds and lawn, while the other remains minimalist and empty. House facades also offer ample opportunity for visual experimentation, allowing for a variety of original ideas and concepts to be realized.

If the player is unable to compare the different zones within a level and identify their differences, this is a failure for the designer.

As the player begins to explore a limited area of ​​the level, we begin to provide them with clues about the structure of the world. This applies to both the overall map and individual details, which helps them better understand the environment.

The player finds themselves in the slums, which serve as the starting area. He climbs onto the roof of an abandoned building and observes from afar a magnificent business district with skyscrapers glistening in the sun. To his right, an industrial zone stretches out, contrasting with the surrounding atmosphere. Although the player is still in the slums, he stands on a dilapidated house and sees something intriguing beyond the blocked street, beckoning him to explore this world further.

We stimulate player curiosity by giving them time to explore and by breaking information into small chunks. This allows the player to better remember the game spaces and understand them more deeply. This approach facilitates the effective mapping of information in the player's mind.

A sense of engagement and flow is an important aspect of gameplay. When players are fully immersed in the game, it positively impacts not only their perception of the level but also other elements, such as the game design and story. Engagement with a game fosters deeper engagement with its mechanics, which in turn increases interest in the story and characters. Creating conditions where players can experience flow is a key element of successful game design.

​​Sense of Progression and Path

Players experience greater enjoyment in a virtual world when they are aware of their progress and the path they have taken. The ability to freely plan their upcoming journey based on their experiences significantly increases engagement and satisfaction. Understanding your achievements helps players not only enjoy the current moment but also build strategies for future adventures, which makes the gameplay more engaging and rich.

Twisted Nerve level from Ready Or NotImage: Laetitia Bertrand / ArtStation

High-quality level designers masterfully manipulate the player's sense of loss. This sense of loss helps deepen the player's experience of the game. The key to this process is to create a complex and multi-layered space where mental mapping becomes natural. A primitively organized environment cannot convey this atmosphere, so it is important to think through every detail so that the player can fully immerse themselves in the game world and its mysteries.

A good level is one that I don't overthink, even with experience in this field. It is a level that does not cause fatigue and does not become boring. It can even be designed for multiplayer. It reminds me of construction sites and junkyards from my childhood, where we spent a lot of time playing after school. Interesting locations and the opportunity to explore new spaces make the game exciting and engaging. The true success of a level lies in its ability to hold attention, creating an atmosphere that makes you want to return again and again.

This can be a linear or single-player level with carefully crafted direction. It's like seeing the sea for the first time during an excursion at a children's camp, emerging from behind a serpentine mountain road. This approach allows for a unique experience that leaves a vivid impression and immerses the viewer in the atmosphere. Creating a clear structure and harmonious narrative helps hold attention and evokes deep emotions.

Games are often perceived as entertainment for children, and I completely agree. I don't like excessive seriousness in life. Our world has enough stress and difficult moments. I love games because they allow me to feel like a child again, immersing myself in exciting adventures and captivating worlds. It's a unique opportunity to escape from everyday worries and experience true joy. Games are becoming not only a means of entertainment, but also a way to restore inner peace and inspiration.

Screenshot: Metal Gear Solid 5: The Phantom Pain / Kojima Productions

While I no longer crawl under bushes for berries, I now create the image of a mysterious character—an old, phantom man with one eye and a horn on his forehead.

Exploring new topics and ideas enriches your experience and helps broaden your horizons. Immersing yourself in interesting articles and research not only allows you to gain new knowledge but also find inspiration for your own projects. We recommend focusing on high-quality sources that offer relevant and useful materials. Regular reading improves analytical and critical thinking skills, which in turn contributes to personal and professional growth. Don't miss the opportunity to learn something new and interesting.

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