Level Design Process*

Oct 29, 2010

Knowing how to use a paint brush is different than knowing what to do with it. The previous article was about how to use a level design tool, which is prerequisite to what this entry aims to cover: what to do with it.

Steps in the Process

Although every game’s level/scenario design is unique, there is a common series of steps that, when followed, are likely to produce better results while wasting less content. Without a sound process, it’s all too easy for a team to work themselves into a corner, having to decide between throwing out completed programming/art work because the level they were made for stinks – or to have a designer floundering in poorly defined and inconsistent conceptual space from having not made the right choices prior to fiddling with the level editor.

I used these steps to make overhead 3D levels in Shotgun Debugger, I adapted a version of this process when developing levels on the Boom Blox team, and it’s the same approach that I am now applying as part of the redesign for Vision by Proxy (that link goes to the original version of the game, the redesign is still behind closed doors [2014 update: the remake, Vision by Proxy Second Edition is done and has now played more than 6.8 million times. After that we grew the team and developed a sequel, Ms. Vision by Proxy]).

The steps… (continued in ebook)

*This entry is now in the Videogame Developer’s Strategy Guide, available through membership in Gamkedo Club.

Learn and practice team game development with Gamkedo Club.
Membership worldwide. Professional support. Proven process.

Subscribe by e-mail to receive weekly updates with Gamkedo.Community interviews and YouTube training videos for game developers!

All contents Copyright ©2018 Chris DeLeon.

Site production by Ryan Burrell.