
The lecture emphasizes theorizing before crafting, focusing on why level design and game design matter and understanding our place in the full video game production.
Meet a seasoned level designer with a decade in the industry who shipped about 14 games, led studios, mentored designers, and emphasizes a project-driven mindset.
Embrace open-minded collaboration to navigate video game design's gray areas, where there is no absolute answer. Balance compromises and share insights to seek the best solutions through discussion.
Clarify the player experience by defining a level's scenario as a concise, one-sentence pitch. Explain why crafting a strong scenario matters for production and team alignment.
Embrace constraints to guide level design within budget, time, and resources. Prioritize what is bankable, choose battles, and avoid half-baked levels.
Hunt for constraints from every team member to shape meaningful level scenarios; align with game designers' why for weapons and risks, and create clear, unique, pitchable levels.
Use clichés to communicate quickly with players, balancing credible realism with gameplay opportunities while respecting expectations across cultures; adapt while avoiding betraying what players anticipate.
Use a clear scenario to define the core experience and guide where to emphasize moments. Shape flow, memory checkpoints, and an opening to help players and developers describe the level.
Align marketing and level design by crafting visually communicable moments that sell the idea through trailers, visuals, and budget decisions.
Craft levels with temper and uniqueness to provoke a reaction, making them memorable and easily describable, twisting clichés and helping players remember and choose which level to replay.
Plan and finalize a strong scenario to guide level design and production. Communicate it in one clear sentence and align the background story, mechanics, and feedback with the project value.
Explore macro-scale contrasts in level design, beyond darkness and lighting, to shape the game experience and entertain the human brain.
Use strong, varied contrasts to entertain players, balance flow with pauses and challenges, and prevent brain adaptation from dulling the magic, driving desire for more through strategic highs and lows.
Use macro and micro contrasts, including lighting, shapes, textures, and sounds, to signal changes, guide players, and create memorable transitions while combining contrasts with landmarks and portals for clear communication.
Compare two footage clips from a WRC rally track in mexico to show how contrast, cliff proximity, and roadside readability shape perceived danger, pace, and player anticipation.
Explore macro-scale level design by comparing racing maps across countries to reveal contrasts between fast and technical tracks, hairpins, and the resulting map identities and pacing.
Analyze real games to reveal macro and micro contrasts in level design, using Halo 3 as a key example of inside and outside, vehicle, and music-driven flow.
Explore what landmarks are, how to connect and triangulate them in level design on a minimal budget with minimal impact, and how players spend time between landmarks.
Define landmarks as distinguishable, useful game elements that balance cost and impact; plan early with the level designer, use constraints, and integrate gameplay with art to create meaningful, visible landmarks.
This course is about giving the basic theorical tools of a level designer.
Too often level design is presented as a technical skills job only, eclipsing completly the thoughts a great level needs. Today a first year junior can be a level designer, and tomorrow an IA will replace him. "Doing" is not a tomorrow job. Internet offers thousand of tutorials on how to handle a game engine ; but without explaining what to do. How to create stronger emotions? How to offer a better game experiences? How to get the best value out of our 50h of work a week?
This course is about thinking before doing.
The difference between junior and senior.
All along the course we will go in deep with basic ingredients, understanding their effect onto the player's experience. More than an exhaustive list of tools, this course use real examples coming from my ten years experience into level and game design, to give practical utilities.
During the talk we will discuss about level design into a game production environment, not an independant designer working in a dark basement, alone. My hope is to share my experiences and allow you to be "studio ready" when you will enter you first job, or theorize thing you were doing by instinct, allowing you to improve yourself.
Always it will be with the scope of a level designer into a real studio, into a real pipeline, with constrains, teammates and deadlines. No fancy dreams of video games. Just reality.
Every course has english caption / subtitles.