Creating Level Concepts

This week I have been working on creating as many concepts as possible for potential arenas for the game Space Dunk. This process is one of my favorite aspects of game design because it allows me to flex my creative muscles and create a compelling environment for the player to explore. I wanted to use this blog post to give some insight into my process and hopefully help someone else who is stuck in the concept stage.

Starting Out:

When starting out a new level there are a lot of things to think about and this can get very overwhelming. The first thing I like to think about is: “What is this level teaching or emphasizing to the player” this gives me a jumping off point. When thinking about what the level is emphasizing to the player I don’t necessarily mean a set piece moment (although that can work too), but rather a primary game mechanic. One example of this in Space Dunk is a level concept I created that was made to emphasize passing the ball, passing is one of the primary mechanics in Space Dunk and by making a level centered around it I can help the players master this mechanic which will help them get better at the game. Once you have an idea about what you want your level to emphasize the next step is to begin sketching.

Drawing Your Level Concept:

I like to sketch out my ideas before I make a digital version, I find it easier to get all my ideas out. The most important thing I can tell you about drawing level design concepts is: do not be afraid to start over if an idea isn’t working out, that’s the beauty of sketching things out, its supposed to be quick and rough. However if you do end up starting over NEVER throw away your old design, even if you hate it. It always good to keep things around to inspire you later or just to remind yourself what NOT to do. It’s not important for the sketch to look nice, I am not very good at drawing but this step allows you to just put down as many ideas as possible as quickly as possible.

Conclusion:

The last step is to show it to your group members to get feedback before you continue forward. If your working by yourself show it to someone who plays games. I have always found it useful to get a second pair of eyes to look at something, sometimes they notice something obvious that you have overlooked. Once you are happy with your level concept it is time to move on to making a Level Design Document and then blocking out the level.

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