This dissertation is focused on the current FPS games being played, which levels they prefer playing the game in and how to develop more interesting levels through use of gamer feedback. Unlike other techniques used in the market this dissertation aims to create a much simpler and organized technique which can be used for current generation of gaming. To find the answer this dissertation will first briefly discuss what level designing is in relation to games, how they differ on bases of genre. This dissertation will also discuss about the how a working levels can be made viable for the current market.
Then we shall discuss on understanding the current generation of Gamers and how to create a proper game level with the researched data.
The procedure explained in this in such a way that it can be implemented at any given generations of gaming. The procedure can be used by any game designer. They can use the implemented data and get optimal result based on their first hand research
Creation of concrete guidelines for making great levels.
- To analyze the current mindset of gamers and decide our target audience.
- To evaluate the research data and come out with a proper conclusion.
- What genre?
- Which multiplayer game?
- What visual theme?
- What map type?
- To analyze the do's and don'ts for creating a level.
- To provide a thorough guideline to level designers based on the collected research material.
- Based on the outcome of the project and collected research, future enhancements to the current design methodology.
- Brief study of the evolution of level design for games.
- Study of research data to assess the gamer demographic and distribution of gamers based on age.
- Study of resee arch data to assess what is the most popular genre.
- Study of research data to assess what multiplayer game is popular.
- Study of existing levels across multiple games and multiple genres. Comments from gamers.
- Comments on visual themes.
- Comments on map structure. Physical structure of the map, size, shape.
- Comments on map type. Deathmatch or Capture the flag.
- Comments on map layout. Traps, pickups, obstacles...
- Study of current most popular levels across multiple games and multiple genres.
A.4. Summary of Chapters
The First chapter titled "Introduction" will introduce the topic of this dissertation. It also explains level design and its significance. It also discusses the brief history of level design.
A.4.ii. Review of Literature
The Second chapter titled "Review of literature" reviews significant articles written by famous authors in the field of level design. This chapter will also discuss few important notes from famous books written by well known authors in this field.
A.4.iii. Research and Report Analysis
The Third chapter titled "Research and Report Analysis" will discuss the methods involved in research, and will also present a statistical analysis of current gaming generation.
A.4.iv. Feedback and Report Analysis
The fourth chapter titled "Feedback and report analysis" will discuss the feedback collected from gamers on the created level, and will talk about the changes we made to the level based on the collected feedback.
The Fifth chapter titled "Conclusion" will discuss about the final analysis and the results of established guild lines for level design. This chapter will also discuss some plans for future projects.
Level design is the creation of levels in which the player interacts with the game environment to play in the game universe. A level is created by using the level design tools provided with an existing engine or even a new engine can be created to create our own level design according to our own pipeline. Many famous companies usually develop their own level editor. This way they can keep up with the current generation of gaming and can empower the game designer to create the game using the game engine.
Level design is a combination of art and science. Level design requires artistic skills and as well as extensive technical knowledge. Any level designer with professional skills can only succeed by understanding current trends in gaming, and also an idea of game flow and pacing. A level designer even with the aforementioned skills still needs to understand architecture and requires experience in art or he will not be successful.
Creating a level design might be easy for any level designer but the main question is 'will the level sell or be accepted by the gamers?' More than one-hundred levels are posted online for different games out of which only select few get accepted by gamers. The whole point of level design is 'How addictive and competitive is our level?', 'Will it be played again and again?', 'Will it sell in the market?'
B.1. Level designing
Level design as discussed earlier is the creation of levels in a level editor by a game designer. To create a proper level design one needs artistic as well as architectural skills. Level designer is one who is never afraid to step back and re-correct their content.
A level designer creates a level and then tries to sell it, if it doesn't work it's probably because:
- The themes and concept are repetitive and not new.
- The level is neither stable nor balanced.
- The designer doesn't understand the current trends in gaming.
- The level does not give any challenge for the player to conquer.
It is extremely important for a level designer to recognize what a good level is, instead of cloning another popular level. They should try to come out with something innovative. Gamers have many distractions and will easily become bored of the same level and move on to other things. A great level might get scrapped or will be reworked because a design cycle is dragging on and gamers who play it feel the work is not something new. At this time a designer must recognize that their view is tainted.
One of the key principles to creating a good level is the understanding of the current gaming trends.
In the earlier days there was no such thing as a level designer. Everything was done by the programmer. So basically the game programmer did the programming part and as well as the level designing part.
B.2.i. The Beginning 1975-1980
In the beginning people never really cared about the levels in the games they played because the first games where were developed didn't need that much of attention for levels.
Multi user dungeons (MUD) were one of the first games that actually required lots of attention to the level designs. One of the earlier examples of this is a game called Multilingual Virtual Community (fig. 1) developed by Ralph Koster, Brad McQuaid, Mark Jacobs, Brian Green and J.Todd Coleman. A MUD, is a multi-user, real-time virtual world which is described entirely in text. The levels are represented using ASCII characters.
It has different features of elements like RPG (role-playing-games), Interactive fictions and online chatting. Users actually got to see a lot in this game because of the details of the description such as rooms, object, other players, non-players characters, and actions performed in the virtual world. A player interacts with each other by typing in commands.
The designers where assigned to create new paths, design and tools for this game. The game interface used in this was ZZT, which was an early notable interface for mapping and event scripting, and it is still gentlest way to introduce a person to a level layout.
Then later on game in 1978 the game Space invaders (fig. 2) was created by "Tomohiro Nishikado" Space invaders was a two-dimensional game were we have to control a spaceship shooting at alien moving forward towards us. The whole was created and designed by "Tomohiro Nishikado" Himself.
There were not much of details for the level of this game. But later on when it was popular in the market a different version was released in 2D and in 3D.
In 1978 the famous game "Adventure" was created for Atari. This game was created based on the text based game known as "Colossal Cave Adventure"
This game was developed by Atari and the designer of this game was "Warrenn Robinnett" the level design in this game featured a simple maze where the players has to find the key get to the door by dodging all the obstacles and enemies on his way.
B.2.ii. In the Middle (1980-1998)
In 1980, the great game which is still played now was created. The game "Pac Man" It was the most best played in the earlier 80's. The creator of the game was "Toru Iwantani" He developed and as well as designed the game fully. If we see level of the game is a maze which makes the game more interesting. This game was so popular that later on it manufactured again with more difficulty and designs
In 1985, the famous side scroller 2D game was created, titled "Super Mario Bros" (fig. 4). It was created by "Shingeru Miramato". He was a designer for Nintendo. The 2D level were very simple but yet realistic and nice at that time of gaming generation people played this game over and over and were still not bored of it. There were totally 4 types of different stages in this. The stages of this game had many obstacles and enemies which made the game more interesting
In 1993, the first FPS (first person shooter) game was released. "Wolfenstein 3D" this game was created by using a Software called ID software by John Carmack. The levels in this game are like mazes. Our main goal is to escape out of the maze like prison. The level designs in this game were not that much detailed. Most of the walls and the ceiling have the same color. It was pretty difficult but the game was fun and really well appreciated by gamers.
B.2.iii. The Change 1998-2009
In 1998, the game Unreal was released and it was a massive hit. The game unreal was created by epic games and was really famous for its graphics and sound effects which made the game one of the most graphically intense games of that time. The unreal game released with the unreal engine which was so much advanced and better compared to id software which created games like "Wolfenstein 3d', "Doom" etc
If we play the game unreal we see that the levels are really scary and the effects of the game are really incredible. Unreal boosted the expectations of 3D graphics considerably. Unreal was one of the first games which used detailed textures. When player stand next to an object or wall the textures detail will fade in and make look more realistic instead of showing it blurry like other games.
The lighting effects took time to develop but the result of it was incredible because the course of the development occurred during the emergence and rapid progression of hardware 3D accelerators. So, with the advanced software 3D renders.
In 2004, the unreal 2004 released. This game marks yet another leap in the gaming experience that unreal players have to come to expect with the new onslaught game type and the introduction of vehicles, players are no longer limited to the simple levels. The levels in this were massively huge compared to the other games. The unreal engine was very well known among people this year.
In 2007, the unreal tournament 3 was released and was a massive hit on the first day itself because of its high 3D graphics and content in the game. The unreal engine was really famous and people played it more and more. So what is unreal engine? The unreal engine is a system that sorts through level maps, textures static meshes and other artistic aspects of the game and combines them fluidly into a seamless, interactive masterpiece. The reason this game was so famous was because of the unreal engine itself. The unreal engine has these following features:
- The graphics engine
- The physics engine
- The sound engine
- The input manager
- Network infrastructure
- The Unreal Script interpreter
The leveling detail improved more and more as the new versions of unreal were released
C. Literature Review
Building games has become really risky as a business proposition in present days. When a game is released the player notices that the levels are new and have improved graphics. Building a level is one of the most daring experiences we can imagine of. Level designing is not a simple task which can be done by any gamer at present. Level designers need lot of skills and imagination. In the past few years a lot of articles and books have been released in this field of "Level Design". For some people we think it is fun to play a game, but for a few special people creating and building the environments is the fun part. Let us review some articles published in this field.
C.2. Reviews of Related Literature and Research
"To know our audience, we have to find them. Again, it can be pretty simple to find our audience if we're making a game that belongs to an established genre, especially if that genre has an online multiplayer component to it. We can frequent Internet message boards and chat rooms dedicated to games similar to the type of game we want to design to see the opinions of people who play the games like the one we want to create.
Another good place to find people talking about what they like and dislike about games are game review sites and magazines, like Gamespy.com and Computer Gaming World magazine. One site that I'd recommend is Gamerankings.com. It's a portal site that gathers links to all kinds of game reviews. We'll be able to find as many opinions on what's good and what's bad as we can handle"
(John Feil and Mark Scattergood, 2005 "Beginning Game level Design", C(1)P.3)
This author has mentioned in his book that to know our audience, we have to find them. The author has specifically stated that to obtain a targeted audience we have to locate them and get first hand research. Well it is pretty easy to find our target gamers if we are making a game that belong to an established genre. And an easy way to find gamers is by browsing some famous site and game magazines.
An article mentioned in the site (www.worldofleveldesign.com) articulates if we have to go through a questions and materials to figure out every detail for character in an animation then it should be no different for level designing. This site had mentioned the perfect question and answers which is to be answered in the pre-production stage of a level design. By answering these questions we will have a very clear idea of architectural and artist directions of our map. Planning the map in this specific manner will make our make creation initiate good and even mapping experience increases faster than less spent time in guessing and correcting.
(Article taken from www.worldofleveldesign.com, Nov 27, 2008)
"I had a hard time completing a map because of Typically the problems were that I did not have proper planning. The other problem was my procrastination. I see that many people have the same problems. I see people post their progress on forums for a while and then slowly the thread stops getting updates. Usually that individual moves on to start another project, only to repeat the same process again. I've been there myself many times
The following is the workflow used:
- Blocking In
- Textures - 1st pass
- Detailing - 1st pass
- Detailing - 2nd pass
- Texturing - 2nd pass
- Lights - 1st pass
- Detailing & Texturing Final
- Lights - 2nd pass and final
- Final test and Tweaking
(Article by Alex Gaulzin 2008)
An article written by Alex Gaulzin (October 05, 2008) had covered a different method of creating a level in unreal editor. In this article it is mentioned that to create a proper level a proper planning and execution is needed. A great designer aspires to become a great mapper with new ideas. The process mentioned in this article was very particularized and understandable. The article clearly explains how to create a level using ideas and our visual inspirations
"A lot of people have opinions on how long we should spend on the planning stages. Some spend a lot of time, others nothing at all. In my opinion and experience I spend as long as I need to know what my map will look like. We should have all the necessary aspects covered such as knowing the style, atmosphere, lighting, models, and gameplay. So dedicate and spend the time in planning, sketching and gathering references. It can only help we.
Content of the article:
- Generating Ideas
- Picking Our Idea
- Gathering References
- Top Down View and Location Sketches
- Refining the Idea and Map Creation Guidelines
- Last Words "
(Article taken from www.worldofleveldesign.com, Oct 06, 2008)
An article mentioned in this site (www.worldofleveldesign.com) was written by an anonymous author where he had explained a certain procedure on how to plan a next map. He had specified a proper work flow before creating any level. The author had developed a planning stages process which worked well for him.
"Almost all first-person shooters come with an editor, and the mod community for these games is huge! There are tons of people out there who spend their time creating levels, both good and bad for this genre. Because of this, there are many places we can place our game so that people can download and play it. Designing for FPSs is really split between single-player and multiplayer design."
(John Feil and Mark Scattergood, 2005 "Beginning Game level Design", C(10)P.175)
In this Book the author has mentioned specifically about different types of genres in the gaming universe. Well as mentioned the Fps (First-person shooter) genre community is huge when compared to other. More people prefer fps games these days. The author has explained in definition about designing for FPSs in really different between single-player and multiplayer design.
D. Research Report and Analysis
D.1. Gaming Generations
Gaming generations are defined as the video games released from the day of existence till now. The generations are...
In 1970, the first generation also known as golden age of video games was the phase when people came to know the existence of gaming. This was the time when the first generations of consoles were released. For example the "Brown Box" these consoles got famous among the people because of the release of revolutionary technology. Then in the first generation the main frame computers were released. Later on the Home computers were introduced to programmers were they get to program simple games.
In 1977, the Second generation of gaming started was the earliest consoles were made. In this generation the video games were found on cartridges. After that with the release of the Fairchild Video Entertainment System (VES) the games were programmed and burned onto a ROM chip which was mounted on a cartridge which will be plugged into slots on the console
Three machines which dominated Second generation consoles are:
- Video Computer System ( VCS)
In 1983, the third generation was the innovation of genre, in this period the different types of genres were introduced to the Market. Such as Adventure, Fighting, Maze games, Platform Etc. The gaming computers were introduced with basic programming environment and advanced graphics. The famous consoles of this generation were the Nintendo 8 bit console and sega masters console.
In 1990, the fourth generation was a change from transition from pixels to full 3D graphics and the rise of several new genres such as FPS ( first-person shooter) and RPG (Role playing games) . Mobile Phone gaming was introduced in this generation. Some of the famous console of this generation is the Sega mega drive and the super nes. The CD-ROM drives were first introduced in this generation. For the Pc games and Basic 3D graphics entered the main stream with flat shaded polygons which made the gaming more famous in this generation.
In 1993, the fifth generation gaming was full on with CDs and not with Cartridges. In this period lot of companies released console with 3DO Interactive Multiplayer. The fifth generation was famous because of fully 3D games. Transitions to 3D and CDs happened in this generation. Most of the Designer moved from 2D to full 3D genre games. Some of the famous consoles of this generation are Sony playstation, Sega jaguar
In 1998, the sixth generation gaming the gaming level was way beyond compared to the past were all the people switched to full 3D gaming and the rise of alternate controllers and also online gaming rises to prominence like online MMORPG (Massively Multiplayer Online Role-Playing Game) were introduced. The rise of pc causal games such as Bejeweled, Dinner Dash which really addictive among the adults. Some of the consoles of this Generation are Playstation2, Microsoft XBOX Game boy Advanced Etc.
Since 2004, the current (Seventh) generation of gamers has taken effect. In the starting some of the handheld consoles were introduced with 3D graphics. (PSP, Nintendo DS) which was really famous among people. The Seventh generation of consoles was released by the well known companies (Sony playstaion3, Microsoft Xbox360 and Nintendo Wii) which is still famous among people and most played currently. Apple inc. enters the realm of gaming by bringing iPhone and iTouch. The computer gaming was way beyond imagination with high end 3D graphics. At present Famous companies like NVIDIA introduced the new 3D goggles for the feel of realistic 3D effect sitting at home.
D.2. Survey Research
Survey research is one of the techniques applied by a level designer before starting his level. The main procedures in a survey research encompasses in asking question of respondents. A survey can be anything from a short paper and pencil feedback form to an intensive one on one interview. Knowing what a gamer wants is the key factor success of any level designer.
Survey can be split into two particular categories
- Questionnaires are usually done in paper and pencil or simply in a survey form.
- Interview are completed interviewing individuals gamers with equipments
Sometimes it is very hard to tell the difference between questionnaires research and interview research because in questionnaires research we can ask short close-ended questions while in interviews we can ask broad open-end questions. We can ask open-end questions in questionnaires survey research but they do tend to be short when compared with interviews.
D.3.i. Introduction to genres
Genres are a set of types of videogames which is used to describe games according to their gameplay interaction rather than visual or narrative differences. The genres are defined as categories of challenges in a gameplay. Genres have different meaning from different fields of work of fiction like books or films. Genres differentiate the games in different types of categories. In the gaming industry there is still not a proper definition for game genre when compared to other fields of genres. a video game genre basically requires some certain stability. Most of the video games feature with barriers to overcome.
Although sometimes used interchangeably in the industry, there is a distinct difference between game type and game genre in video games. When discussing game story, we distinguish game type as a description of game play, and game genre as a description of the narrative content of the game.
Following are the list of common and well known genres of video games and a brief explanation and examples of each. As with all categories of genre classification, the specification of a genre is open special explanation
Action: (Games that offer intensity of action as the primary attraction)
Reflex response is the primary skill needed to play these games well. The most common action games are shooters (Doom) and stealth (Metal Gear). Action games also include most sports titles, although some sports titles fall into the category of simulation.
Adventure: (Games that offer exploration and puzzle solving as the main attraction)
These games historically offered the most engrossing story, although their popularity has declined in the last 2 decades. Reasoning, creativity, and curiosity are the most common skills required of a good adventure game player. Pioneer adventure games include Myst and Syberia.
Puzzle: (Games that offer puzzles as the primary attraction to games)
These games are most commonly released on low budgets via the web. The people who play these games tend be the oldest population of the game playing community. One of the most successful puzzle games is the famed Tetris, Lemmings and Minesweeper. I.Q. Intelligent Cube was another interesting puzzle game of limited success.
Role Playing: (Games that offer the player an opportunity to immerse themselves in the player character's situation)
Role Playing Games (RPG) continues their rich history in storytelling by embracing innovative ways to vary and report story. Characters tend to be rich, game play is long, and character management is technical in RPGs. Famous RPGs include, Baldour's Gate, Fable, Might and Magic, Neverwinter Nights, Ultima, and World of Warcraft.
Simulation: (The primary game play element of a simulation is its ability to match real world situations)
Simulations seek to provide enjoyment through reenactment. Combat simulations and racecar simulations are relatively popular in this game type. Simulations may also include social situation simulation such as Sims and Leisure Suit Larry1. Major games include Gran Tourismo and the Tycoon games.
Strategy: (Strategy games entertain through reasoning and problem solving)
Early strategy games (e.g. Civilization) did not use much storytelling, although more recent games rely heavily on quality narrative. Games such as Command and Conquer are examples of story based strategy games.
D.3.ii. Report and analysis of what genre is popular
The video game genre report shows the author's forecasts for the best genre played currently by gamers in a detailed manner. A level designer will get to know the votes on what typed of genres gamers play and he can proceed with on with choosing which video game genre we can create a level, Survey research is a strategic market research and consulting firm focused on current generation of video games.
This report presents the results of survey which was taken from hardcore gamers in a one on one questionnaires and interview research.
If we analyze the table we can clearly see that upto three percent people prefer simulation and four percent prefer RPG. Upto thirty-five percent prefer RTS games, especially famous games like Warcraft3, starcraft and Age of Empires. Strategy games are really slow in terms of game play when compared to other genre because we need a lot of strategic ideas for playing these games. The whole process of strategic games revolves around constructing building and building army to destroy the enemy's base. And with sixty percent on the top of the list is Action (FPS) genre. The world wide genre chart and as well as local chart shows that lot of gamers prefer FPS Genre over others. This is because of the fact these games are short and fast paced and provide gamers with a quick distraction. Games like Counter-strike 1.6, Call of duty and others are the most popular ones. Gamers like shooting especially multiplayer shooting games because in multiplayer fps games one can prove that he is better than the other and the level of competence is high.
D.4. Multiplayer Culture
D.4.i. Introduction to multiplayer culture
The idea of multiplayer game was first developed in 1973 around a real time networking, which was developed by a company name Plato and priority for the first multiplayer game was for a action based genre first-person shooter game.
Multiplayer is a mode played in video games where two or more players can play in the same game at the same time from different places co-operatively, or as competition. In a single player game the player faces AI controlled Bots in the game. In this way the player usually lacks the challenge and fun in the game. A key factor of multiplayer game is that it allows the players to enjoy and interact with other players via online and as well as on LAN (Local Area Network) which is not there in a single player game.
D.4.ii. Report and analysis of what multiplayer game is popular
In this study, the aim was to do a survey research and examine the current status of the best multiplayer game played. The study was amongst a group of gamers. This particular data was collected from a survey research in. The survey was focused on 4 multiplayer action based games which is famous in current generation of gaming
The games were:
- Call of duty 4
- Counter strike 1.6
- Never winter nights
- Unreal tournament 3
In the analysis of best multiplayer video games, discourse functions during the game were analyzed with content analytic methods for studying the nature of their interaction. an effort was made to analyze the data on both group and individual levels, the survey research prior social ties and experiences in current gaming generation was studied as well.
If we analyze the table current the most played games are Call of Duty 4 (COD4) and Counter strike 1.6 (CS 1.6), up to thirty-five percent popularity. And up to twenty-eight percent gamers prefer the new version of unreal the Unreal Tournament 3 (UT3) because of the new features, game mode and game-play. And a very few people preferred the old Never winter night game which was good when it was released.
CS 1.6 and COD4 are in the top of the list in the chart. Both the games are most played from the day it has been released because of the great in-game levels. A multiplayer FPS level becomes addictive mainly because of the feel and appearance of the level. Now if we analyze the chart UT3 has only twenty-eight percent popularity when compared to CS 1.6 and COD 4. This is mainly because both the games have better levels in comparison to UT3. Gamers don't prefer a multiplayer FPS game which has no good levels. So how do we bring this game to the top of chart? By creating a custom level which covers up for the short-comings of already available levels. We should make sure these levels we are creating are addicted and people prefer playing in UT3 game-play.
D.4.iii. Report and analysis of what map type is popular
In this study, we will get to know the best map type played in a FPS multiplayer game. Basically a first-person shooter (FPS) is a video game genre in which the game play revolves around a weapon -based combat in the first person perspective view. The fps game is fun because the player sees the action through the eyes of the game character. Multiplayer games have different kinds of styles of match such as Deathmatch, Capture the Flag, Search and Destroy and many others.
D.5. Visual Design for Levels
D.5.i. Introduction to visual theme
Visual and artistic themes affect the gamer's confidence and comfort in our level. in this section we will discuss about the high level visual themes aspects for a level.
the art of profession of selecting a perfect feel and look for a level such as props, images , textures and colors and lights convey a great message to the players about the feel and looks for a level by a level designer. The visual theme is the process of communicating with gamers visually using the different elements of a design we can achieve a perfect feel for the level.
D.5.ii. Report and analysis of visual theme popularity
In this study, we conclude a final report on the visual themes preferred by gamers of this current gaming generation. After the survey research conducted the final reports are shown in fig. 11, a lot of gamers have their views on visual themes.
Since the golden age of video a lot of visualized themes have been released. Well on survey research one of the important questions to the gamers was what themes do they prefer to play in a game. The table shows that four percent of gamers prefer Chinese and Indian themes or in simple words different country themes. We have seen a lot of world war theme in different games so up to twenty-five percent prefer World War themes. And a lot people mentioned their own views and ideas of themes they would prefer. And most common and most played themes in a game these days are the Sci-Fi tech themes which are used in more of the games. A lot of people like playing what is in the future than what has happened in the past. The table shows it all.
To summarize is it in this text stated that a level-design for FPS multiplayer games is composed by several factors. The completed level-design, that the players can use, contains considerations on game-play, theme, architecture and structure that all are parameters that defines the qualities of the level. It is in that way not sufficient only to design a physical setting for the game. In other terms, levels contribute with forming the game. Through this knowledge it can be stated that it makes sense to differentiate between good and bad level-design according to this game genre and theme.
The following method has be tested and applied to create a specific level. After the complete research and analysis of survey we come to a final conclusion how a level is going to be and for which game is it.
To conclude our system of developing a level is by simply answering these questions according to our analysis and research.
The Questions are
· In terms of Map:
- Is the map for (Single Player or Multiplayer)?
- What type of Genre was selected?
- What is the Game Type?
- Which game is this map for?
- Which designing software are we going to use?
- What type of theme will we be using?
· In terms of Story:
- What's the Story behind the map?
- What is this map about?
- What is the main objective of the map?
- Do we have the map layout play sketch?
- How will our map play out? In terms of game-play experience.
- How do we want the player to imagine the map?
- How big is the map?
- Who are my audience for the map?
- How will we make the map memorable?
- Is there a proper map layout for the map?
· In terms of Visuals:
- Is the map original? How will we achieve this?
- What is the time of the map? Day, Night Midnight, Any specific time?
- Describe the Atmosphere of the map?
- How will we direct the player? Will we have any specific spots that the player will remember?
- Which part of the map are we going to concentrate? What will we learn after we have finished the map?
- What is the visual center of attraction of the map? How will gamers remember the map?
- Describe the map in Brief?
By keeping these in clear perspective we get a clear view of how a level is going to be. Answering these questions will give us visual inspiration on implementing the level perfectly according to survey research and analysis.
E. Feedback Report and analysis
After we have integrated enough of the level that it's playable, it's time to begin testing. In all the professional projects, testing begins long before the project is completed. The process is fairly simple. Have someone play the game, knowing which parts have been completed and which haven't, and make sure those completed element are working correctly. Testing typically comes in two phases: alpha testing and beta testing.
A professional tester does not have the best job out there, as some people may think. A tester has to sit in one place for many hours a week and play badly broken and frustrating games. Sitting and playing a game again and again is what a tester's job often is. Understanding how professional test teams approach finding problems, or bugs, in games is a good way to sharpen our own skills at polishing the level. At the beginning of every game, everyone is a designer. At the end, everyone is a tester.
E.1.i. Alpha Stage
Alpha testing is usually done in house, by ourselves or by team member if there is one. Testers should be aware of how the project development process is progressing and precisely which elements have and have not been fully implemented. So alpha testing is really important before going to the next step. Never show an incomplete map to the public. Alpha testing is a good way to collect data, make changes to a project, tweak functionality, and streamline the various aspects of a level. Now we're ready to move on to the next level, Beta testing.
Write about the map in alpha stage.
Collect feedback, quote note-worthy feedbacks. And also state how you will try to solve the criticism if any in the feedback.
E.1.ii. Beta stage
Beta testing essentially works the same as alpha testing. But it's performed on an almost complete project. In most cases, we do not want to release a beta version to the public either. A beta version will eventually become the finalized project, so we don't want it to be a freely downloaded before the official release. Make sure to take the reviews from the beta tester and make the changes in the level
Write about the map in beta stage.
Collect feedback, quote note-worthy feedbacks. And also state how you will try to solve the criticism if any in the feedback. And contrast changes from previous stage.
E.1.iii. Release Stage
Write about the map in release stage.
Collect feedback, quote note-worthy feedbacks. And contrast changes from previous stage.
Level design has been a part of videos games from the start of golden age video games. We have analyzed the survey research data of gamers of current gaming trends and have come out with final result. The whole dissertation processes has been demonstrated to the gamers and have emerged with perfect results.
Appropriate methods have been established to develop a game level based on gamers of current generation.
The dissertation has been written in such a manner that the readers will understand the procedure of getting information from gamers of current trends and evaluating the final result. The study of creating a level design has implemented by analyzing the collected research from the current gaming generation
State your objectives and where they have been answered and how.