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Kevin Oxland

WHAT YOU ARE GOING TO LEARN:

Design compelling, engaging video game levels like a professional. To do this you need game design skills, and if you want to stand out from the crowd, you need to build your own levels and present your skills to potential clients / employers.

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WHAT YOU ARE GOING TO LEARN:

Design compelling, engaging video game levels like a professional. To do this you need game design skills, and if you want to stand out from the crowd, you need to build your own levels and present your skills to potential clients / employers.

Drawing on 30 years of game development, experience in art and game design, and a game design book published by Pearson Education (not included), I will show you how to create your own game ready levels from scratch. You will begin with learning the basics of creating bubble diagrams and sketching on paper to iterate quickly, then onto creating a 3D game environment presented  in Unity. You will learn to use pro builder and pro grids to aid in your level creations.

DESIGN / STORY / EMOTION:

Creating levels for games, is at the heart of this course, but it's also about the ideas and the game design process that spawn the levels and worlds in which we play our games. The story you can tell through level design and the emotion your scene can invoke is also key to creating a successful level, and I will show you techniques on how you can deliver that in this course.

Principles like; Design From the Core; Foreshadowing; Exposure; Layering; Immersion; Fight or Flight; Up the Ante; Pacing; Progression; Player Feedback; Situational Awareness; Scalable Rewards; Difficulty Ramping; Enemy Placement; Loot Placement; Player Choice; Colour as a Design tool, and many, many more.

You will learn how to build a level in a 3D environment and install a character controller so you can explore and see your level from the players perspective, and come to realise what an iterative process level design actually is.

This course is perfect for anybody seriously wishing to pursue a career as a Level Designer in the video game industry and would like to follow the process of level design by building an entire white box scene using various design principles and techniques.

It's suitable for beginners to Intermediate levels. The more advanced designers may find that you're going over old ground in some areas, but it can still be a worthy refresher course. Over time, the course will get regular updates and keep on trend with industry techniques and standards.

Level design is a very specific discipline within the games industry, and here we are primarily focusing on highly detailed, level creation process in white box form. I am also not a programmer so there is no prgramming in this course. However, I am going to add an additional section to cover some basic scripting at a later date, as an extra section to this course.

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What's inside

Syllabus

Introduction

Introduction to The ART of Level Design, for games.

Course Details

A quick run through of the things you will need for this course (not much and it's all free).

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In this lecture, I take you through the the things you will be learning in this course and how it's laid out.

How to get the most from this course.

Join our community.

What's it all About?

Introduction

In this lecture I discuss th erole of a Level Designer and what they do as a job.

In this lecture we define the term 'level'.

Here we take a look at the constraints you will encounter when beginning your journey as a level designer.

In this lecture I want to talk about where your level sits in the overall scope of the game.

Here we will break down a level into it's parts, and take a look and what makes up a level.

Conclusion


In this section I take you through some initial building blocks that you will need in order to start designing your level.

In this section, we're going to explore the idea, and how to form it into a project.

Here i discuss ways in which to start your level, always a tough challeneg for a designer.

Let's take a look at the design brief. A document to describe the level you will be creating.

A challenge to create your own Design Brief.

A good place to start is to create reference and mood boards.

In the lecture we put down our first marks on paper.

We take a look at a challenge to create your own bubble diagrams.

Conclusion

Design Principles

Design Principles Introduction

We take a look at the first map and what we are looking to achieve from this section.

Follow along challenge that you can do as you watch each video in this section.

Before looking at the principles, I take you through what game beats are to help you pace your design choices.

In this lecture, we take a look at the heart of the idea and let it drive the design.

Here I talk about the design principles Exposure and Priming.

Here I talk about the design principles Layering and Immersion.

Here I talk about the design principles Shaping and Fight or Flight.

Here I talk about the design principle Upping the Ante.

Here I talk about the design principles Pacing and Progression.

Here I talk about the design principle Communication, or Player Feedback as it's also called.

Here I expand on the Communication principle.

Here I talk about the design principles Situational Awareness and Resolution.

Here I talk about scalable Rewards and Difficulty Ramping.

In this lecture we discuss Foreshadowing, a principle used in movies, novels and games.

Here we look at using colour as a design tool.

Here you can refine your map that you've been drawing through this section.

Conclusion.

Setting Up Unity
Installing Unity, ProBuilder and Grids
Unity | ProBuilder Overview
Unity | Setting Up The Controller
White Boxing | Blocking Out The Shapes

Here we take a look at a great example of a white box level from the Uncharted series of games (Copyright) Naughty Dog / Sony Interactive Entertainment.

Here I discuss the design principle 'Form Follows Function', a principle that is used in many areas of design.

Form Follows Function | Part 2

As we continue to build the scene, I discuss the use of colour and composition as design tools.

Composition and Colour | Part 2

In this lecture I explain the basic principals of Modular Design before we begin using it in our level.

Continue to build the scene, where we discuss the use of modular design.

Modular Design | Part 2
Modular Design | Challenge
Focal Points
Keep it Clear of Clutter
Into The Lion's Den
Storytelling Mechanisms
Progress Update | Challenge
First Draft | Basic Structure
Conclusion
In the section, we're going to add the details that make the level work
Your Fix List
Re-focus on the Game Mechanics
Placeholder Prop Preperation
Core Object Placement
Whitebox Level Update
Enemy Placement / Pacing | Part 1
Enemy Placement / Pacing | Part 2
Walkthrough Update
Pickup Placement | Part 1
Pickup Impact | Part 1
Pickups Can Change Your Level | Part 2

In this lecture we take a look at setting up an event inside the game and put the player under some real pressure.

Scripting / Functionality

Introduction to this section

As a Level Designer you could well be asked to add Navmesh to your scene, but what is it?

In this lecture, we add NavMesh to our scene in Unity.

Bonus Lecture

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Activities

Be better prepared before your course. Deepen your understanding during and after it. Supplement your coursework and achieve mastery of the topics covered in Learn the ART of Level Design with these activities:
Review Basic 3D Modeling Concepts
Reviewing 3D modeling concepts will help you better understand the whiteboxing process in Unity.
Browse courses on 3D Design
Show steps
  • Watch introductory videos on 3D modeling principles.
  • Practice creating simple shapes in a 3D modeling software.
  • Familiarize yourself with common 3D modeling terminology.
Read 'Level Up! The Guide to Great Video Game Design'
Reading this book will provide a broader understanding of game design principles and how they apply to level design.
Show steps
  • Read the chapters related to level design and game mechanics.
  • Take notes on key concepts and examples.
  • Reflect on how these concepts can be applied to your own level designs.
Design a Level on Paper
Designing a level on paper will help you practice the initial design process and iterate quickly.
Show steps
  • Brainstorm ideas for a level based on a specific theme or genre.
  • Create a bubble diagram to map out the level's layout.
  • Sketch the level's design, including key areas and pathways.
  • Refine the design based on playability and flow.
Four other activities
Expand to see all activities and additional details
Show all seven activities
Document Your Level Design Process
Documenting your process will help you reflect on your design choices and improve your skills.
Show steps
  • Keep a journal or blog to record your design decisions.
  • Take screenshots or videos of your level as it evolves.
  • Write about the challenges you face and how you overcome them.
Create a Whitebox Level in Unity
Creating a whitebox level in Unity will allow you to apply the design principles learned in the course.
Show steps
  • Set up a new Unity project and import the ProBuilder and ProGrids packages.
  • Block out the basic shapes of your level using ProBuilder.
  • Add a character controller to allow for player movement.
  • Test the level's flow and make adjustments as needed.
Critique Each Other's Levels
Providing and receiving feedback will help you identify areas for improvement in your level designs.
Show steps
  • Share your whitebox level with a classmate.
  • Provide constructive criticism on the level's layout, flow, and gameplay.
  • Receive feedback on your own level and make revisions based on the suggestions.
Read 'The Art of Game Design: A Book of Lenses'
Reading this book will provide a deeper understanding of the principles behind good game and level design.
Show steps
  • Read the chapters related to level design and player experience.
  • Apply the 'lenses' to analyze existing levels in games you enjoy.
  • Consider how you can use these lenses to improve your own level designs.

Career center

Learners who complete Learn the ART of Level Design will develop knowledge and skills that may be useful to these careers:
Level Designer
A Level Designer crafts engaging and immersive environments for video games. This professional is responsible for the layout, pacing, and overall player experience within a game level. This course directly addresses the core skills required for a Level Designer, teaching how to create game-ready levels from scratch. You will learn to use industry standard tools, create compelling level designs, and present your skills to potential clients or employers. The course's emphasis on design principles, storytelling through environments, and iterative level creation directly translates to the responsibilities of a Level Designer.
World Builder
A World Builder designs and creates expansive and detailed game worlds, often working on open world or sandbox style games. The understanding of level design principles taught in this course may be beneficial for aspiring World Builders. This course covers many aspects of world design, including design principles, prototyping, and player experience. Learning how to create engaging levels, incorporate storytelling, and evoke emotions through environments are beneficial for a World Builder. The course's discussion of sketching and diagramming also translates to world design.
Game Designer
A Game Designer is involved in shaping the overall vision and mechanics of a video game. They conceptualize game rules, systems, and features to create a cohesive and enjoyable player experience. This course may be particularly beneficial for aspiring Game Designers, as it covers level design which can be a core component of game design. Understanding how to craft engaging levels, the role of story, and the emotional impact of environments are all valuable assets for a Game Designer. The course's coverage of design principles also helps build a foundation for designing compelling games.
Virtual Reality Designer
A Virtual Reality Designer creates immersive experiences for virtual reality platforms, often involving unique interaction mechanics and spatial considerations. Designing VR experiences has several parallels with level design, but in a 360 degree space. This course can help the VR designer think about space and the user experience of being in that space. The course focuses on design principles and iterative design, which are very important for VR designers to learn.
Environment Artist
An Environment Artist is responsible for creating the visual elements of a game's world, including terrain, buildings, and props. While this course focuses on level design and white-boxing, it may benefit aspiring Environment Artists. By learning how levels are structured and how environments contribute to gameplay, artists can gain a deeper understanding of how their artwork fits into the overall game experience. The course's discussion of color as a design tool can further enhance the visual impact of environments created for games.
User Experience Designer
A User Experience Designer focuses on optimizing the player's experience within a game, ensuring that it is intuitive, enjoyable, and engaging. The course may be useful for aspiring User Experience Designers in the game industry, especially those interested in level-specific UX. Knowing how to create levels, understanding the role of story, and the iterative process of level creation are all valuable assets for a User Experience Designer. By learning level design principles, User Experience Designers can better advocate for player-centric level design.
Gameplay Scripter
A Gameplay Scripter implements game mechanics and interactions using scripting languages, bringing the game designer's vision to life. Although this course doesn't focus on scripting, the course creator intends to add scripting lessons in the future. For a Gameplay Scripter, understanding level design principles is still important. This can help inform the creation of scripts that react dynamically with the game level design. This can foster more engaging play and interaction in the levels. The course's use of Unity is a great place to start getting familiar with the level environment.
Technical Artist
A Technical Artist bridges the gap between art and programming, creating tools and workflows to streamline the art creation process. This course may be valuable for aspiring Technical Artists in the game industry. While the course does not delve into programming, understanding level design principles and how levels are constructed can inform the development of tools that aid in level creation and optimization. The course's use of Unity and ProBuilder are useful for familiarizing oneself with common tools in the industry.
Augmented Reality Designer
An Augmented Reality Designer develops interactive experiences that overlay digital content onto the real world, often using mobile devices or AR headsets. Although this course focuses on video game levels, there are aspects that can still be useful to the Augmented Reality Designer. For example, creating a compelling experience using virtual assets, requires an understanding of the player's perspective. Many of the design principles that apply to video games also apply to augmented reality. The course's discussion of user experience can also be beneficial.
Lighting Artist
A Lighting Artist is a specialized role, focused on creating atmosphere and visual interest within a game through the use of lighting techniques. While this course focuses on the structural design of levels, Lighting Artists may find this useful when crafting mood. Understanding the level design, the gameplay and how they are married can provide insights to the artist when doing lighting. The course also discusses topics such as color that help the artist think about how the world looks.
Cinematic Designer
A Cinematic Designer crafts in-game cinematics and cutscenes to advance the game's narrative and provide dramatic moments for the player. A course focusing on level design might not immediately seem relevant, but the skills covered can absolutely apply. The course focuses on story and emotion during the level creation process. The cinematic designer can use these skills to craft in game scenes that will capture the viewer's attention. The course teaches many principles such as foreshadowing that all story tellers should know.
Quality Assurance Tester
A Quality Assurance Tester helps identify bugs and issues in video games to ensure a polished final product. This course may be useful for individuals interested in Quality Assurance, particularly those focused on level testing. Understanding the design principles behind level creation, as well as how pacing and player progression are intended to work, can aid in thoroughly testing levels and identifying potential problems. Testers who have a background in level design may be quicker to find issues.
Game Writer
A Game Writer crafts the narrative, dialogue, and lore for video games, working closely with game designers to create a cohesive and compelling story. Typically, a game writer should be familiar with the game design process. This course can familiarize the writer with the game and level design process. The course focuses on how a level tells a story. When the writer works on the narrative, that narrative has to fit with the level that is being created.
Instructional Designer
An Instructional Designer creates engaging and effective learning experiences, often utilizing multimedia tools and interactive elements. In some cases, one must design levels that are part of online course offerings. This course specifically can help the instructional designer come up with unique designs. This can help make the course unique and engaging, leading to a better learning experience for students. The course focuses on creativity and design which are required for a successful course.
Animator
An Animator creates the movement and behaviors of characters and objects within a video game, bringing the game world to life. A game animator must also have a detailed understanding of level design. A level's size, shape, and the obstacles it presents will all impact the type of animations an animator creates. An animator might also be asked to animate objects in the level. This course can familiarize the animator with the design process.

Featured in The Course Notes

This course is mentioned in our blog, The Course Notes. Read one article that features Learn the ART of Level Design:

Reading list

We've selected two books that we think will supplement your learning. Use these to develop background knowledge, enrich your coursework, and gain a deeper understanding of the topics covered in Learn the ART of Level Design.
Provides a comprehensive overview of game design principles, including level design. It covers a wide range of topics, from brainstorming ideas to creating engaging gameplay experiences. This book valuable resource for aspiring level designers, offering practical advice and real-world examples. It expands on the course material by providing a broader context for level design within the overall game development process.
Presents a unique approach to game design, using the concept of 'lenses' to examine different aspects of the design process. It offers a wide range of perspectives on game design, including level design, and provides valuable insights into creating engaging and meaningful experiences. This book is more valuable as additional reading, providing a deeper understanding of the underlying principles of game design. It is commonly used in academic settings and by industry professionals.

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