Level Design Workflow
Pre-Alpha Stage:
In pre-alpha, the Level Designer's job is to block out areas, work with LD metrics, and “nail the scale.” The focus should be on establishing the grey block with designer intent, followed by playtesting, iteration, and refinement. This process continues until the area is fun and enjoyable, before integrating environmental art, usually in collaboration with an artist.
Collaboration with Artists:
Some artists can create stunning landscapes and buildings. However, if the landscape doesn’t serve the layout's purpose, such as proper sightlines and visual blocks, it can detract from the gameplay. Key design elements should draw the player’s attention and motivation, like a distant landmark such as a tower or castle.
Flow and Functionality:
An artist may create a beautiful room in a castle, but if doors, archways, windows, and access points don't flow and complement the intended level design, it can hinder encounters or scripted events. A visually appealing environment should consider a 360-degree player approach, especially in open-world games. LDs often use tools to guide and block player access, setting up goal discovery and encounters.
LD Metrics:
Proper LD metrics ensure that gameplay elements, like jumps, are feasible. If a jump looks possible but is impossible, players may waste time attempting it, leading to frustration. It’s crucial for the LD to work with artists to develop a cohesive visual language, helping players understand navigable areas based on the world's familiarity and in-game rules.
Game Design Integration:
Game Design (GD) usually precedes or coincides with LD. GD defines gameplay mechanics, which LDs then utilize to create interesting situations and psychological experiences. This ranges from tight, confined spaces to wide-open areas that evoke different emotions. Sharp, jagged shapes can signal danger, while rounded shapes and colors can alter the mood. Lighting, music, and effects are integrated later in production, often as far as the Beta stage.
Insights from Mechwarrior 5 DLCs and Clans
Mechwarrior 5 DLCs:
Working on the Mechwarrior 5 DLCs provided valuable experience in using procedurally generated maps with some authored elements. This approach allowed for the efficient creation of vast, diverse environments. However, procedural generation sometimes led to repetitive elements, necessitating careful curation and manual adjustments to ensure variety and maintain a high-quality player experience.
Mechwarrior 5 Clans:
In contrast, Mechwarrior 5 Clans focused on bespoke, handcrafted levels. This method offered greater control over the environment, enabling the creation of intricate, narrative-driven experiences and finely tuned gameplay elements. Handcrafted levels ensured that each area felt unique and immersive, enhancing the overall player experience.
Key Differences:
Procedural Generation: Efficient for creating large-scale environments quickly, but requires careful curation to avoid repetition and maintain quality.
Handcrafted Levels: Time-consuming but offers greater control and the ability to create detailed, narrative-driven experiences with unique and immersive environments.
Examples from Other Games:
Minecraft: Uses procedural generation to create vast, randomized worlds. The open-ended gameplay encourages exploration and creativity, with some handcrafted elements in specific structures or biomes.
No Man’s Sky: Known for its procedurally generated universe, offering an immense scale and variety of planets, each with unique landscapes and ecosystems. It combines procedural elements with handcrafted updates and narrative content.
Astroneer: Features a mix of procedural and handcrafted elements, allowing players to modify terrain and build their own structures, encouraging creativity and exploration.
The Legend of Zelda: Breath of the Wild: Utilizes handcrafted level design to create a seamless open world. The detailed, curated environments ensure a consistently high-quality player experience, with landmarks and points of interest that guide exploration.
Experience with "ARM: Planetary Prospectors"
Procedural Generation and Destruction: In "ARM: Planetary Prospectors," space and asteroids are procedurally generated, offering a vast and dynamic universe for players to explore. The fully destructible asteroids add an engaging layer of gameplay, allowing players to mine resources and reshape the environment. This approach provides endless possibilities and keeps the game world fresh and unpredictable.
Core Gameplay Focus: Despite the ambitious vision, focusing on core gameplay mechanics, such as mining and resource management, was essential. The goal was to create a solid foundation before expanding into more complex features like VR integration or large-scale planetary exploration.
Balancing Innovation and Practicality: Learning from the experience, it became clear that balancing innovative features with practical implementation is crucial. Procedurally generated content can offer vastness and variety, but requires thoughtful design to maintain quality and player engagement. Handcrafted elements, meanwhile, provide control and narrative depth, but are resource-intensive.
Lessons Applied: Combining procedural and handcrafted approaches can create a dynamic and immersive game world. Prioritizing core mechanics, refining procedural generation techniques, and carefully integrating handcrafted elements can lead to a well-rounded and engaging player experience.


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