My Level Design Philosophy + Tips For Designing Levels

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Designing levels and level design philosophy can be complicated...but I share my top tips for creating indie game levels in this video.

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One thing that can work well, write the mechanics you have in your game in one list, then the obstacles in another, now pick randomly from both lists. "Jumping" "Lava". Or "Shooting" "Spikes". Or "Bouncing" "Falling platforms".

You get the idea. Sometimes the combination is a bit rubbish, but in the act of trying to make it work you might come up with a new level design concept that does work. The idea is to avoid the blank canvas syndrome where you can make *anything* you want.

By having some weird combinations, and to some extent forcing yourself to make a level about it, you wind up with more creative levels.

You could also try grabbing verbs and nouns from a dictionary at random, but unless your making a very random game (or are brainstorming for a new game) that's probably too wide a selection. "Cook" "Zebra crossing" - good luck with that one.

Sylfa
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That game looks freaking awesome! I really love the shadow effect.

MarekZeman
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Great video, and definitely something I did on my game as well. Naming the level gives the level a "theme" and a purpose aside from just "make it to the end and don't screw up". Even if those names aren't displayed in the game (though they should be if at all possible), having those themes in mind when designing a level can go a long way to add character to your game.

ben_burnes
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This is very eye-opening. I always believed that you decide the theme of a level after you design it; that limiting yourself to a theme might inhibit your design process.

I'm now learning more how personality and theme are the driving forces behind memorable games.

qdeanc
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This is gold. Naming levels is something designers think can usually wait till the end but you've pretty much convinced me that that's not always the case.

oversol
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This is interesting. As an architecture student, I can say that the way you designed break is how we design buildings. We choose a concept, and everything down to the doorknob must comply to the word. Even when we start our presentation we must say hello my name is ... and my concept this ... and many times, this is basically enough to explain the majority of the entire building system (if done correctly which is kinda impossible for student level projects tho) it was an eye opener to see that this design method really translates to game design as well.

HANAKIW
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I've just heard from a wonderful video that you should start with a goal, and using a name for a level is pretty genius. Honestly, this is such an underrated video and more starting designers should see this.

mdstevens
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Thanks man I couldn't appreciate this video more. You helped me out exponentially!

ethanjweatherly
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If you need any audio/music for your games let me know. I'm trying to build up experience doing audio for games. :) and anyone watching who wants an audio guy to help, feel free to message me.

donaldclark
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Many thanks for the tip, Tim!
I've been watching your videos for a while already, and taking actions suggested by you. This video was the most useful for me.
When I've got to the point that I need to design some levels for my first game I was completely lost, I've never designed a level before and didn't know where to start. Hearing your advise was like turning the light on... Hey, naming a level sounds so simple, this is why it's genius.
Thank you so much again, you've saved me a lot of headache!

ThinkCitric
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I love this video ... im just learning level design for my studio thanks for posting this video, and thank you once again for the description below giving links for us explore! Tim!

gamiconstudios
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your name, underground, inspired me lol, I can have a part where the character falls out the map, and go underground as a sudden transition

eazyphantom
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Thanks for this, find level design very tough do always nice to hear how other people do it.

rosse
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It is a really easy tip from you that i didn`t thought about and i wanted to say thanks, because 1) The Name and 2) The Describing is indeed helpful.

So thanks, you helped me out :]

caveroyale
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With my ideas the theme is informed by the name. For instance, Basement Dwellers would be set in basement, Sewer Side would be set in a sewer etc.

Kousaburo
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This is simple and super helpful. Thanks for sharing it.

DavidSchoneveld
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gotta say Philophobia looks really cool :)

GameDevByrne
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I'm just starting out with game development and this is great advice for me! One example of this that comes to mind immediately is "Rainbow Road" from Mario Kart. I will for sure try this in my own work.

henrikasteberg
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Nice video, one thing i have learned from designing leves is creating an "identity" for each level or groups of leves, like in Super Mario or Sonic.

It's more easy for the player to identify what's goes in the game.

xaTiagoxa
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Actually pretty good philosophy for any abstract designs. Thank you for share.

MolotovEcho
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