- Mar 19, 2010
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GDC 2010 Tutorial: Level Design In A Day
Here are some fantastic tips on level design on any platform. These detailed notes look at many different techniques utilized in many different games. Some of this may seem irrelevant to your TF2 map but I find it very interesting nonetheless! Some inspiring quotes:
These notes are still being written and published as far as I know, part 1 starts here. Part 4 is probably most useful for you: Cover/Object Placement and Multiplayer Level Design Balance
Here are some fantastic tips on level design on any platform. These detailed notes look at many different techniques utilized in many different games. Some of this may seem irrelevant to your TF2 map but I find it very interesting nonetheless! Some inspiring quotes:
"The role of a level designer is to create gameplay through environments and systems."
"The design process is iterative, changes are inevitable! Learn to love this and use it to your advantage. You NEED external critics to see the problems and become better."
"Every designer, even without Max or Maya knowledge, could quickly block in some volumes and get a playable demo literally in minutes! The idea is to build very basic shapes, put together whitebox of the level. It allows fast iterations: you can test the gameplay until it's fun."
"Ecology is item placement. Item placement must have a meaning (narrative justification for example) and reward player behaviour (exploration). A player should not be forced to grab all those pickups. Instead, he will generate himself the need for those items...this is where a level design is great."
"The Level Designer has a very special relationship with the player: he's kind of driving the coach where the player is seated during the game journey."
These notes are still being written and published as far as I know, part 1 starts here. Part 4 is probably most useful for you: Cover/Object Placement and Multiplayer Level Design Balance