CrazedFan Games
  1. Posts/

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