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#1

Do you plan your levels?

Archive: 30 posts


I noticed in one of the extended versions of the creator interviews (apologies I forgot who it was!) from the GOTY edition that they had seriously put time into planning their level.

This got me thinking, do many creators actually sit down and plan their level designs on paper before going onto the real thing?

The designs of this particular creator were very detailed and it seemed to be of one section of their level. Does that mean they'd draw up one of these pieces for every area in their level!!! I can't believe they would because what they showed was quite a piece of art and would have taken ages to draw.

Maybe you do? I'd love to hear how everyone plans their levels- quick sketches? Detailed maps of where the level is expected to go? One large picture to mimic the theme of the level? Whatever you do, im sure there's plenty of us who'd like to hear about it.
2009-10-19 21:52:00

Author:
ladylyn1
Posts: 836


Hm... I feel like we had one like this before...

https://lbpcentral.lbp-hub.com/index.php?t=t=12850&highlight=plan+level

https://lbpcentral.lbp-hub.com/index.php?t=t=8483&highlight=plan+level

To answer the question... Sorta. I generally have a vague idea, but I feel like planning it out causes it to not meet your expectations or to limit your creativity.
2009-10-19 22:00:00

Author:
comphermc
Posts: 5338


I always have an Idea before making something, but I don't really plan out everything.2009-10-19 22:08:00

Author:
Darth J464
Posts: 343


OOh sorry, must have over-looked that thread.2009-10-19 22:55:00

Author:
ladylyn1
Posts: 836


Hmmm, was it jump_button? He generally has beautiful and detailed concept arts - I love them 2009-10-19 23:13:00

Author:
Coxy224
Posts: 2645


eh i always have a vague, basic layout and some idea but otherwise i just like to go with the flow.2009-10-19 23:17:00

Author:
Littlebigdude805
Posts: 1924


It was either Jump_Button or TangoCharlieESQ you saw.

Anyway, I only draw things up when I am thinking of new challenges and contraptions I can put in my level. After I've decided on what contraptions I may add, I type up my idea's on notepad. I don't really plan the theme of the level though, I can come up with themes easily, I have an okay visual memory. I only have to record the complex stuff down on paper or the computer.
2009-10-19 23:30:00

Author:
olit123
Posts: 1341


I do not do concept arts but my levels are still carefully planned on paper before execution.

.
2009-10-19 23:55:00

Author:
RangerZero
Posts: 3901


I've got a notebook full of concepts and detailed level plans. They always change a bit once I get into create mode though.2009-10-20 02:55:00

Author:
mrsupercomputer
Posts: 1335


I normally try to draw out what I'm thinking, and it turns out pretty bad looking on paper (not the ideas, but the fact that I'm artisticly challenged xD) So yeah I guess I do sometimes.

When my parents see the sketches they are just like WTH IS THAT! And I love seeing that
2009-10-20 03:06:00

Author:
iGotFancyPants
Posts: 1355


I once planned out a beautiful level almost start to finish, only to realise the concept wasn't thermo friendly 2009-10-20 03:29:00

Author:
Incinerator22
Posts: 3251


my Mythicos series was planned out to be a web comic originally... but lbp suited it better, so all my stories already exist. as for the playable part, i have a workshop level to test out item/monster ideas, and i plan the important parts out in a little sketchbook that i carry around.... in short, yes. i plan my levels.2009-10-20 06:01:00

Author:
poorjack
Posts: 1806


I like to apply the principles of surrealist automatism and adopt an organic approach to creation.

Same in life....I don't like to plan ahead, I prefer to influence events as they happen.
2009-10-20 10:38:00

Author:
Ungreth
Posts: 2130


I plan some of my levels. I planned CQ2, but not CQ1. I made a massive A3 plan for my upcoming level Card Quest: The Finishing. I want to scan it in but it will ruin the surprises in the level.2009-10-20 11:11:00

Author:
Plasmavore
Posts: 1913


I've only done drawings for one, but I do keep a text file with all my level concepts, and ideas and remarks on the story, art style, challenges, multiplayer aspects etc. I already have 8 level concepts, yet none are anywhere near completion. 2009-10-20 11:45:00

Author:
Rogar
Posts: 2284


I tried using drawings and stuff to build levels but found that it got in the way and that i would start stressing that the product didn't turn out how the drawings look. Normally, i have an idea for something to build then work from that, if i can see it in my head i then it just teleports into the game. magic 2009-10-20 14:08:00

Author:
springs86
Posts: 785


Sometimes I design, sometimes I don't. It depends on the level.

This may be uninteresting to just about everyone, but here's some of the directions I took:

Splat II - totally designed out before I started
Splat III - thought of gameplay styles, designed each separate piece to see if I would have enough thermo, then stuck it all together.
Destiny! - Designed the basic concept, then built sections to see if they would be fun. If they weren't fun, I threw them out and tried something else.
Vertigo! - TOTALLY not designed. I was building an idea that turned out to be an entire game.
2009-10-20 15:04:00

Author:
CCubbage
Posts: 4430


I tried using drawings and stuff to build levels but found that it got in the way and that i would start stressing that the product didn't turn out how the drawings look. Normally, i have an idea for something to build then work from that, if i can see it in my head i then it just teleports into the game. magic

But you know, planning your level doesn't mean drawing them and reproduce the drawing. If you look at architect plans, you don't necessarily see the final building drawn there. You only see the planning to achieve its construction after all. I see level planning the same way. You only make plan, you're not drawing your level. The level I am currently making I did draw it almost completely though.

.
2009-10-20 16:04:00

Author:
RangerZero
Posts: 3901


For me it sorta depends on the level as CCubbage said.

I've never designed every aspect of the whole level on paper, but I tend to at least rough sketch some of the more involved platforming concepts. Those I create in a workshop level and tweak till I am happy with it before adding to the actual level.
2009-10-20 16:20:00

Author:
jwwphotos
Posts: 11383


Thanks for the comments guys, i am interested to hear them cos i've never planned a level (apart from Ravenholm)

I normally start by making something to do with the level:

For Set the Stage: I first made a spotlight and was like- WOW! but how to use it? so i built a stage up around it and then the level developed from that.

I made the PTD level because loads of people were asking how the soptlight worked.

Whichever way the wind blows- BLUE: You'll notice at the beginning there are two pillars which are the same as the ones disappearing into the background. Thats all i had to begin with. Then over the summer i went up in a hot air balloon and so i decided to make a level about that!

Most of the others i just started the level with nothing really unique and then just continued building. meh.

I might try planning my next Wind level to see if it helps!
2009-10-20 20:04:00

Author:
ladylyn1
Posts: 836


Thanks for the comments guys, i am interested to hear them cos i've never planned a level (apart from Ravenholm)

I normally start by making something to do with the level:

For Set the Stage: I first made a spotlight and was like- WOW! but how to use it? so i built a stage up around it and then the level developed from that.

I made the PTD level because loads of people were asking how the soptlight worked.

Whichever way the wind blows- BLUE: You'll notice at the beginning there are two pillars which are the same as the ones disappearing into the background. Thats all i had to begin with. Then over the summer i went up in a hot air balloon and so i decided to make a level about that!

Most of the others i just started the level with nothing really unique and then just continued building. meh.

I might try planning my next Wind level to see if it helps!
But..... wouldn't that defeat the concept of the level.... I figured you were taking the design "whichever way the wind blows"... or, whereever your thoughts took you? If you design ahead of time you may have to change the name....
2009-10-20 20:33:00

Author:
CCubbage
Posts: 4430


But..... wouldn't that defeat the concept of the level.... I figured you were taking the design "whichever way the wind blows"... or, whereever your thoughts took you? If you design ahead of time you may have to change the name....


Lol that's not quite what i meant the title to reflect. I was saying it more in a literal sense... so that the wind carries the balloon to different locations and u play a level in that location. still if i plan the level, it should still have the same feel for the player- they drift into a new scene which will have an original theme.

Btw, next i think will be silver.
2009-10-20 20:41:00

Author:
ladylyn1
Posts: 836


I always keep a notebook handy WHILE I'm building a level, to jot down an idea. I once built a massive creature which I had to draw out and plan out where my joints and motorbolts were going to go.

If I happen to have an idea in the middle of the night, I keep a notepad by the bed so I can write it down.

Otherwise, everything I do I figure out as I go. There's no way I could plan any level in very much detail, because my creation process is constantly self-influencing. As I build one thing, it gives me an idea for how to do the next segment, and as I do that, it gives me a new idea for the previous segment, and I keep adding and piling and adding and piling. Sometimes I just sit there in create mode unsure of how to proceed. I'll start building SOMETHING - anything - and usually that's my springboard to continue.

It's extremely inefficient - i'll often fill up the thermometer early on, without enough juice to do everything I wanted.

There's one level I made in the beta which was a bit more planned out, in that I set up a rough template before going in and doing any other work. The problem was, certain large segments I had to build on nearly ZERO thermometer. So some areas are highly detailed, others are quite bland. thermometer-wise, my approach is chaotic and inefficient, but I can't imagine doing it any other way.
2009-10-20 21:01:00

Author:
Teebonesy
Posts: 1937


I do not plan my levels, I usually think it up while building, however, I did try to plan out a level once...I never finished the level though.2009-10-20 23:00:00

Author:
warlord_evil
Posts: 4193


Amazing how many of you plan it out so thoroughly! Fascinating. All my levels have evolved while in create mode, meaning I've just started with a vague notion and got in there and created one or two ideas, then if I like them, I go further. I've got stuff sitting there I've not touched in ages.

However, I don't think as-you-go creation (as the only method) is a good thing as it can not only be haphazard, but you run out of thermo very quickly and are left thinking "Dang! i could've done this and this instead" but I've usually come too far to rebuild (and I am very time poor). I have completely remodelled on the odd occasion. Not an ideal way to work, though : (
2009-10-23 09:50:00

Author:
BabyDoll1970
Posts: 1567


Amazing how many of you plan it out so thoroughly! Fascinating. All my levels have evolved while in create mode, meaning I've just started with a vague notion and got in there and created one or two ideas, then if I like them, I go further. I've got stuff sitting there I've not touched in ages.

However, I don't think as-you-go creation (as the only method) is a good thing as it can not only be haphazard, but you run out of thermo very quickly and are left thinking "Dang! i could've done this and this instead" but I've usually come too far to rebuild (and I am very time poor). I have completely remodelled on the odd occasion. Not an ideal way to work, though : (

Aye, there's the rub. I'm with you 100% - I have a real love-hate with that method of working, I love it to death, and I hate its guts.

I really couldn't work neatly though. I just couldn't do it. There's a level of wildness and chaos that I sort of MAINTAIN when I'm in create mode. I'm like that in my everyday life actually. I'm not neat. In a way I kind of need things in a certain disarray. I have trouble operating otherwise.

In create mode, I'd just freeze up without that. I wouldn't be able to come up with anything. I go in and I'm incredibly haphazard with everything. It's freeing, and it's the ONLY way for me to come up with the really good stuff.

And then there's the thermometer.

Curse you, thermometer.

Curse your mercury-laden hide.
2009-10-23 09:56:00

Author:
Teebonesy
Posts: 1937


@BabyDoll1970: To make rebuilding less daunting, I try to do it as often as possible. It's only small tweaks and optimizations at that point, so it's less work, and more accessible.2009-10-23 09:58:00

Author:
Rogar
Posts: 2284


To make rebuilding less daunting, I just plan for it. In fact that's probably the only eventuality I do plan for. I will have to rebuild nearly everything at least once because it's very rare that the first run will meet my standards.

With that in mind, the first run is always a prototype. It's generally ugly (if I'm prototyping mechanics) or it's non-functional (if I'm playing with aesthetic ideas). Most importantly it's disposable and I know that before I start on it. Once I know that I can concentrate on the key elements of the section, learn whatever lessons there were to be learned and then decided whether to bebuild from the ground up or not.

This methodology works well for sections that don't really work in the game as well as you thought they would in your head as well - you don't mind simply disposing of prototypes if they aren't up to scratch.
2009-10-23 10:08:00

Author:
rtm223
Posts: 6497


I always draw some concept arts for my upcoming work. It helps to make a better level!2009-11-04 01:13:00

Author:
theCooper
Posts: 72


I seem to be planning more over time when I make levels, I feel it helps me work out the scale of my constructs and helps me make more seamless obstacle links.

My first few levels, no longer published - Entirely freeform, only really thinking one step ahead at any point- if that. They were pretty dire, lol.

Dawn of evil... - Rough mental plan, created 'by ear' as it were.

Zero Punctuation etc etc - Rough written plan with strong deviations from the blueprints.

The 2026 Aerostation Project - Rough art style in mind with a few mechanisms preworked out, connections between areas made on the fly

Supercharged Red & Associated survival - Both heavily planned, I improved a lot after making these two.

My new WIP zombie level : Planned out on paper, unfinised, on hiatus until I have time to nail it. I hope its going to be good :3
2009-11-04 01:34:00

Author:
Asbestos101
Posts: 1114


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