Devlog 0008 - My Notes on Blockouts, Guidelines, and Tips
·3 mins
Guidelines for Level Design #
This document collects notes I’ve collected while doing blockouts and intends to remind me of things I have learned.
Before Blocking Out #
- Layout the narrative and game play beats - There may only be a few keystones that the level is built on.
Goals when Blocking Out #
- Communicate Maximum Information for Minimum Effort - Communicate important gameplay information.
- Get to a playable state as quickly as possible - Find the fun, fast.
- Make simple structure to allow quick iteration and accomidate changes - Get feedback and iterate.
Tips to Blockout #
- Present a clear objective to the player = Remove blank canvas syndrome. Place the player. Place the objective. Then, fill the world. Setup sight lines.
- Motivate Movement of the player - Block the players signtlines to motivate the player to move around and explore to gather information.
- Force the player to create a mental map – Make it more interesting.
Visually Interesting #
- Tear Down Walls to make things more interesting - More visually engaging, reenforce goal
- Reveal information through new perspectives - Create small pockets of tension then release in suprising ways
One-Way Valves #
- Gently nudge the player forward
- Helps prevent player from getting too lost
- Creates a managable space
- Half-Life was one big long train and people loved it
Present Privileged Perspective #
- Study environment and form a plan from safety - Players can not learn under stress
- Player pushes forward when they are ready
Present the (illusion) of Choice #
- Multiple routes that converge on a single point
Attract players attention #
- Movement can catch the eye
- Light that makes geomatry easier to read (contrast) can catch the eye
- Sound can catch attention
Paralax #
- Flattening 3d space to 2d removes information – Paralax helps with depth perception
- Makes it easier to judge distance
- Creates a dynamic image
Affordances commuinicate function #
- Doors and archways afford moving into a new space
- Steps afford climbing
- Recognizable formls like these are strong attractors to players
Create Mystery #
- Things the player assumes exists, but can’t see creates mystery
Create Shortcuts #
- Shortcuts allow access to earlier areas even when using one way valves
- Shortcuts allow players to circumnavigate previous challenges
- Shortcuts makes space feel more accessible and beleivable
Pinch Points #
- Control the players movement and therefore their camera
- Reframe on the goal
- Show them something without taking control
Visual Vocabulary #
- Use ideas to seed plans in the players mind
- Satisfaction in both seeing plans work and having them subverted
Safety Nets #
- Drop down, and allow player to re-try challenge
- Keep the player in the game as much as possible
Add Temporary Furniture to Fill Out Space #
- Empty rooms make the space feel larger
- Make sure the space is large enough for gameplay and art
Problem Solution Ordering #
- Ensure the player recognizes the problem before they find solution
Let the player get lost #
- Getting lost creates tension in the journey
- Finding where you are again is satisfying
- Constantly knowing where you are kills tension
Build on Uneven Terrain #
- Force interesting architectural compromises
- Add terrain before building to make things more interesting
- Looks more natural and visually appealing