THE HOWS AND WHYS OF LEVEL DESIGN - CONTENT

The first half of the book is split into three major parts: Design, Gameplay, and Audio-Visuals.

Design covers the entire pre-production process: the initial design, the concept, planning the assets, and any problems one might face. Gameplay focusses on both multiplayer and singleplayer gameplay. What elements they are made of, what kind of design decisions can ruin or support the fun in a level, how to add much needed depth in gameplay, and so on. Audio-Visuals is aimed at helping the reader on any audio-visual subject. It covers a whole range of topics from geometry and architecture, to lighting, texturing, composition, natural environments, and so on.

The second half of the book consists of an example chapter and an interview chapter. The example chapter talks the reader through the process the author went through while making two UT2004 levels and addresses the reasoning and explanations behind certain decisions made. The interview chapter contains several interviews with established industry people who have worked on titles such as Quake 4, Tom Clancy’s Splinter Cell: Chaos Theory, F.E.A.R. Extraction Point, the Unreal games, Huxley and so on. Every interviewee speaks on their topic of choice: One talks about his view on environmental texturing while another shares his vision on gameplay in levels. More info on the interviewees can be found in the FAQ.




Table Of Contents

About this book
About the author

Design

Introduction
The creation of a new world
The Checklist

The Dead Forest Example
The Thawing World Example
The Redkin Example

The Floorplan
Starters trouble
Success and efficiency
The dangers of trying to be original
Originality continued
Clichés
Middle situations


Gameplay

General

Introduction
Universal basics

Multiplayer

Basics
Floorplans
Items and weapons
Traps and physics
Importance of sound
Final words

Singleplayer

Basics
AI placement
Events and depth
Floorplan and landmarks
Interactivity, motion, traps and items
Final words


Audiovisuals

Introduction
Composition

Introduction
Basics
Keeping your eyes on the path
Composition in nature and the power of movement
Atmosphere trough composition
Lighting

Geometry and Architecture

Introduction
Composition and basics
Unity and connectivity
Cubes and finesse
Weight and balance
Thematic detail

Terrain and Natural Landscapes

Introduction
Terrain
Terrain texturing
Rocks
Horizon
The sky

Textures and materials

Introduction
Basics
Colors

Lighting

Introduction
The source
Lighting Composition
Black and white
Colors
Colors continued: composition and choices
Texturing and lighting
Realism and the excuse

Sound

Introduction
Usage
Sound variation and pitch
The power and strength

Immersion and Atmosphere

Introduction
Basics
History and size
Movement
Details and clichés
Story and depth
Immersion and depth in Multiplayer.


Level examples

Sae

The start
The floorplan and Gameplay
Geometry
Texturing
Lighting
Theme, sound, atmosphere, styling and special FX
Final words

Redkin

The start
The foorplan and Gameplay
Geometry
Texturing
Lighting
Theme, sound, atmosphere, styling and special FX
Final words

Interviews

Cedric Fiorentino ("Inoxx") – Level Design In General
Rogelio Olguin ("Desperado2") – Level Design In General
Andrew Weldon ("KunfuSquirrel")– Singleplayer Gameplay
Tom Hanrahan ("Blitz") - Architecture
Daniel Luka ("Kleinluka") - Texturing
Matthew Florianz - Sound

The Conclusion
Credits and Thanks
Copyrights and Permissions