Clare Pearce
Last updated: 14/09/23
This level design workflow is divided into 2 discrete parts: block-out and beautification.
The block-out aims to produce a fully playable level that emphasizes gameplay and general readability. Following are the main steps and tasks required to complete the block-out:
Step/Task | Goal/Description | Outcome | Duration |
---|---|---|---|
Goals and constraints | Clarify the most important elements that define the level. Serves as a guide and structure for the rest of the design process. | ||
A short list of the level’s goals, constraints, gameplay focus, and the sequence the player will follow. | 1 | ||
Reference research | Accumulate references to serve as inspiration for the layout and sequence. Also important for beautification. | ||
A mood board. | |||
Format: draw.io | |||
Location: level design Google Drive folder | 2 | ||
Sketch/brainstorming | Draft the general layout of the level. Important here not to stop at the first sketch or idea. Expand, then reduce. | ||
~3 rough sketches for the level’s layout. | 2 | ||
Level Design Document (LDD) | Summarize/compile the previous steps. Serves both as a working document to discuss ideas with the teams and a guide for the level designer (and later the environmental artist). | A short descriptive document (max 5 pages) that can be easily read and discussed with the rest of the team. | |
Format: google document? | |||
Location: level design Google Drive folder | 1 | ||
Greyboxing | Produce a testable version of the level. Once validated by the team, will serve as the basis for the beautification / environmental art pass. | An in-engine playable scene | |
Format: .tscn | |||
Location: scenes/levels folder merged into main branch. | 4 |
NB: Duration (in days) will vary depending on the size of the level. Current estimations are for small to medium-sized levels, each one comprised of 2 of the demo’s scenes.
On iteration: It is understood that the block-out process will require tweaks and even do-overs, according to feedback and potential direction changes made to narrative, gameplay, art, etc. This is especially true for the greyboxing task.
The environmental art pass or “beautification” starts when the level concept and block-out have been validated.
DEPENDENCY: The asset placement and lighting steps can only start once the art team has produced the main assets for the level.
The beautification process is comprised of the following tasks:
Step/Task | Goal/Description | Outcome | Duration |
---|---|---|---|
Reference Research | Validate and expand upon the mood board for aesthetic continuity and asset requirements. Focus on details rather than overall mood. | An updated mood board that aligns with the art team's output. Impact update on LDD. | |
Format: draw.io | |||
Location: level design Google Drive folder | 1 | ||
Asset List Compilation | Identify and list all assets required for the level. Make sure it aligns with what the art team can deliver. | ||
A comprehensive list of assets required for the level. | |||
Format: google document? | |||
Location: level design Google Drive folder | 1 | ||
Asset Placement | Place environmental and functional assets in the level as per the Level Design Document and updated mood board. | A visually enhanced level with all assets placed appropriately. | |
Format: .tscn | |||
Location: scenes/levels folder merged into main branch. | 3 | ||
Lighting | Add and adjust lighting to achieve the desired atmosphere and ensure the level is visually readable. | ||
Properly lit environment meeting the aesthetics set out in the LDD. | |||
Format: .tscn | |||
Location: scenes/levels folder merged into main branch. | 2 | ||
Gameplay and Narrative | Implement all gameplay and narrative components to the level (camera waypoints, enemy encounters, narrative events, etc.) | A feature complete and fully playable level. | |
Format: .tscn | |||
Location: scenes/levels folder merged into main branch. | 2 | ||
Playtest analysis | Analyse feedback and make necessary changes to ensure the aesthetics do not interfere with gameplay and readability. | 1) A short summary of the problems identified during playtest and proposed solutions | |
Format: google document? | |||
Location: level design Google Drive folder |
NB: Duration (in days) will vary depending on the complexity of the art assets.
Just like in the block-out phase, iteration is key. Based on feedback and technical constraints, plan on at least 3 days of adjustments made to the level.
The development process will include specific milestones and checkpoints to assess the level's progress, ensure quality, and realign objectives as needed.
Milestone | Description | Duration | Owner | Reviewers |
---|---|---|---|---|
LDD Approval | The Level Design Document (LDD) is reviewed and approved. | 1 | Level Design | Project Lead, Gameplay, Art, Narrative? |
Greybox Validation | The initial greybox level is tested and approved. | 4 | Level Design | Project Lead, QA |
Asset List Approval | Asset requirements are defined and approved. | 1 | Environment Art | Art |
Beautification Review | First pass of asset placement and lighting completed. | 2 | Environment Art | Project Lead, Art, VFX, Narrative |
Playtest | All elements of the level are reviewed, playtested, and finalized. | 4 | Level Design + Environment Art | QA, external testers? |
Final validation | Review level and polish are validated, leading to the end of the process. | 2 | Level Design + Environment Art | Project Lead, Art |
NB: Duration will vary strongly based on the availability of team members for review.