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#1

How do you approach level building?

Archive: 28 posts


Just wondering how other people approach the initial phases of level building?

After you plan your story/idea, maybe build a few trinkets, what happens next?

Do you path out your level in "grey box" style? That is, do you build a running path which later evolves into rooms and platforms?

Do you building a room essentially to completion, and then figure out later what's going to come next?

Something totally different?

I'm sure everyone has a style and a method, but certainly all can benefit from learning what others do.
2009-01-06 19:16:00

Author:
Thegide
Posts: 1465


I don't yet have a set method to build levels, it tends to vary greatly depending on the level I'm building.

I think I did the most planning for The Incredible Time Box. I first came up with the concept of stopping time and how to make it work. I then proceeded to write down a set of possible challenges over the next few days, including the boss. After I had a good amount of challenges I liked, I removed those that didn't quite fit or were too boring and I put the rest in the order I wanted them to appear in the level so that the progression made sense.

From then on I just started building. I decided the story, style and layout pretty much on the fly. I had to come up with prizes to give away at the end and randomly sprinkled point bubbles here and there since I never really plan for those.
2009-01-06 19:34:00

Author:
Gilgamesh
Posts: 2536


What I do is I imagine what I want to do and then make it work no matter how difficult. I then add a lot of detail to sell the environment. No flat barren surfaces, unless you're in a building of some sort.

I usually have a general outline, ideas for key parts of the level in my head and then make up the in between parts as I get to them.
2009-01-06 23:50:00

Author:
Killian
Posts: 2575


When I start an idea for the level, I generally think of ingenious ways of defeating an enemy. We've already seen examples from Media Molecule from the game, so I figure I want the player to work a little bit harder to beat each creature I make.

After thinking up the creatures, I draw how I'm going to assemble them in the game. As trivial as it sounds, it's very easy to accidentally make characters or enemies that go against your "building ethic," so you have to somehow map your thoughts onto something more visual and see if it works out when you finally have it built.

When I'm done making the enemies, I then use dark matter to create "temporary" platforms to test with when making the level. This is similar to what some people in the video game industry call "prototyping", that is, we test out gameplay elements using a couple of simple blocks - not caring about what it looks - to test how it plays. I also start using the enemies in this phase. During this time I test 3 things: Does the group of platforms allow for flexibility for gameplay/rigidity? Is this section of the level paced well (i.e. not too much jumping, not too much shooting) compared to what comes before it?

When I feel that the platforms should stay the way they are, I try to attach the dark matter material onto some elements, like a thin sheet of material, to make it retain its place once I change the material from dark matter to whatever the theme of the level requires it to be.

After I finish putting down all the elements of the entire level, I then go back and continue decorating the level, changing the color correction, time of day, etc to the proper mood of the level.
2009-01-07 00:50:00

Author:
eternityinblack
Posts: 12


It varies for me as well. Even though I've only published one level, in that level I basically just though of obstacles/platforms as I went.

But in my current level, I'm working room by room, I just sit there, look at my screen... And wait for ideas to pop in my head, then I find a way to implement them into my level.
2009-01-07 01:09:00

Author:
Whalio Cappuccino
Posts: 5250


I have to have a storyline ready in my head or i like whaaale will stare at the tv for hours waiting for an idea2009-01-07 01:11:00

Author:
Sonic5411
Posts: 712


I usually start with an object, enemy, or machine and build around it. It challenges me to build something on par with the machine itself and to get creative with it's purpose and functionality - if it strikes a chord, I just run with it.

Sometimes an object will just sit on my moon until I find the inspiration to do something proper for it.

I never build a series of platforming challenges without an intent, and I tend to complete small sections fully, with detail and aesthetics completely finished before moving onto the next portion. That's sometimes been a bad idea, because I find my next idea would often work better had I not made the path of the previous section so set in stone. The nice part about it though, is that I am forced to work within the confines of a certain level of detail - I set a bar for myself and try to never go below it. It results in levels being shorter than anticipated, or preferred, but it ensures that every inch is reaching it's full potential visually and mechanically.

I just need to find the balance... I think my next project I'm going to focus on scope and scale, and do the challenges first before I do the looks and the purpose. I did find a good balance when I did Facial Reconstruction, but I still wish I could have fit more and had planned it better... I ended up with huge machines and objects, and idea sequences that now need their own levels :/
2009-01-07 01:39:00

Author:
Unknown User


Although I only have one "real" level published, it came on its own. Like many of you, I came up with a few rooms built around contraptions. From there I found ways to connect them, and the theme evolved on its own.

I guess I'm feeling beaten this week because for several straight days I hop into my current project and stare at the tv for hours, doing and undoing, completely unsatisfied with anything. Even while at work, I'm drawing blanks of what to do with my level.

I have a new idea for a level in the meantime, but it's going to be hell to make work. I saw this and thought it would make for an awesome into sequence... flying in on one of those things into a spaceport. The flier is hard enough to make look decent in 2 1/2D, and the docking bay equally so. Plus, none of the Mm backgrounds quite fit...

http://img209.imageshack.us/img209/2659/archilfw5.jpg
2009-01-07 04:49:00

Author:
Thegide
Posts: 1465


I like to plan in my head while I'm falling asleep or during school. Then I put those ideas in. =/

It doesn't seem complicated enough to me.
2009-01-07 05:07:00

Author:
BassDeluxe
Posts: 984


What I Don't understand is that they make there levels so good.2009-01-07 05:18:00

Author:
Sackboy66
Posts: 42


I spend some time thinking of a theme, then don't plan the level out at all. I free lance. 2009-01-07 05:21:00

Author:
Trap_T
Posts: 431


Well, I start with a theme. A grand motiff, if you will, to which everything else needs to fit. If it does not fit, well, I need to bend the object or story, or scrap the thing all together.

I'll then work out a rough storyline of what I want to do. I'll divide the level into sections, and try and have a rough flow between each part. I'll try and thing why something is there, or wonder why a player is doing that. If I can't think of a good answer, again, things get bent till they do or scrapped all together.

I'll build specific parts then. If it's a complex contraption that's needed, I'll build it in a Libram testing level before putting it into the full level itself.

From there, well, everything is in place then. All that's needed is a whole lot of polish.

To summarise, it's all about the theme and the story. If things don't fit, then why put them in?
2009-01-07 10:26:00

Author:
Elbee23
Posts: 1280


I like to plan in my head while I'm falling asleep...
Same here xD Then when I wake up, I draw everything out.
2009-01-07 11:39:00

Author:
Unknown User


https://lbpcentral.lbp-hub.com/index.php?t=t=7199

wrote this as a respond to this threads question btw
2009-01-09 12:17:00

Author:
Luos_83
Posts: 2136


Personally I hate starting a new level. I usually sit just starring at the screen occasionally drawing out a few random shapes of some material and watch them fall the floor, then make sackboy try to climb them. After I've done that for a varied amount of time I usually get an idea of some sort, normally the main mechanicgoal of the level not so much what it looks like (I generally worry about its appearance towards the end).
When I started Little BiG Farm I made a cube connected to a stick via a piston, reminded me of a plant for some reason, so I set about creating the rig that it is now, the idea for having sackboy needing to water it came afterwards, as did the water tank and hose, then the actual farm idea came. Actually after I made the plants I made a cow that did somersults in the flowers, then i thought of the farm.
Generally as far as the level design goes that's all done straight from my head on the spot, but the basic idea for the level, and concepts of puzzles I think up at work.
2009-01-09 16:32:00

Author:
Tomoso
Posts: 33


I begin with a theme myself and then think in terms of rooms. Fallout and Prince of Persia have thus far lent themselves very well to this because of the claustrophobic and enclosed nature of some levels on them. I then think through how I can make it difficult for me to exit the room (provided by some inspiration from the levels I've played) and then move on to the next.
I would like to work on a more open sort of level. Of course, it would probably mean I may have to emphasise less on traps.
2009-01-09 21:40:00

Author:
Solid_Sackboy
Posts: 7


There's some truth to that. I have no troubles coming up with ideas for rooms, but working outdoors requires a whole different type of thinking if you want to be innovative, especially if you're using the level theme as your backdrop since you have less surfaces to work with.2009-01-09 21:53:00

Author:
Thegide
Posts: 1465


I have a spot on my moon i call my laboratory. it's chock full of wierd switches, machines, and prototypes of various levels of functionality, and i usually start there. for instance on my DR. Tecnova's lair, i had built an airplane, to see if it was possible, and i playtested that, and pretty much put it away once i had the balance and mechanics worked out.

once i had the plane, i thought for a while on what it could be used for, so of course, i thought of the red baron, and the plan for Ace vs. an evil DR. came into my head, and i built the level around the entire idea.

I also like to plan around secret locations, and hidden challenges in my levels. it makes it hard to play through my levels and get the high score on the first try, because you really have to look around. i think that adds replayability and fun, even though someone without the patience will probably not rate my levels as high, because they won't see the added content. quality, not quantity i always say
2009-01-09 23:30:00

Author:
TJapan
Posts: 225


I totally see where you come from on secret locations and the like. My first level had a fair few 2-player puzzle bits to it and one of the exits depends on whether you did one of the 2-player bits. I'm currently thinking of doing part of my new level as an entire 2-player co-op section, with a single player option off another way. Quite how I'll fit it in within the memory restrictions may be another matter altogether, of course...2009-01-10 00:12:00

Author:
Solid_Sackboy
Posts: 7


How I approach level creating:
Step 1: Pick something you like as a theme: Pandas
Step 2: Focus your level on that: PANDAmonium
Step Optional: Write a story if you must. Or, just make one up as you go. Or be a lazy jerk.
Step 3: Make generic platforming parts, then spiff it up with materials that fit the theme: I'm still waiting on a Panda material
Step 4: Find something that will set your level apart from others: Um...It has a giant panda at the beginning if you try to run left!
Step 5: Finish the level, take a photo in the level and put it as the icon, and make your level's name a cheesy pun: PANDAmonium

Then, you have officially made a fantastic level that everyone should play and heart!
2009-01-10 01:30:00

Author:
qrtda235566
Posts: 3664


I spend some time thinking of a theme, then don't plan the level out at all. I free lance.

Pretty much this. ;D

However, I tend to focus more on certain gameplay elements with each level, just to vary it up. TF was pretty old-school platforming, RT was more cinematic/puzzler, and my new project will be....well... that would ruin the surprise. ;]
2009-01-10 03:35:00

Author:
aer0blue
Posts: 1603


Well I do have a general idea of how I want it, but I usually add and change things while I'm making the level... so a written plan wouldn't last very long ):2009-01-10 04:00:00

Author:
Trap_T
Posts: 431


I build all the items that will be in the level first. I do it in sections.
Point A - B. Fill points A and B with the items or whatever goes there, decorate with stickers, then C - D, etc.
2009-01-10 07:52:00

Author:
whatisnarwhal
Posts: 164


I always play levels that people seem to love, then use all the themes together to make a perfect theme. If I can't think of any puzzles or any platforming, I map it out on a piece of paper.

Next I check the help forum for some clever ideas that I can use in the level, usually, the level starts to come together.

Lastly, I add the detail, though sometimes I forget things which I was going to change such as certain stickers. That's why adding the detail last usually only works to a disadvantage.
2009-01-10 10:50:00

Author:
Bear
Posts: 2079


I build my level in sections then join them all together.
It saves the screen from zooming out to look at the whole object when you select it working close up

Sometimes I just made random objects(the complex ones) that will be in my level later on
2009-01-10 18:55:00

Author:
Pinchanzee
Posts: 805


I don't think any of my levels could come together without a sketch pad handy.

For one, pathing seems to work easier on paper. I'm more creative if I can sketch out the floors and walls... probably because its faster to draw and redraw ten times with a pencil than it is to make a small room ingame.

I don't usually plan out my contraptions ahead of time, but I might start a section with a few ideas. I'm getting better at designing more grandiose contraptions, so often those will work their way into my sketches since they can take up entire rooms.

As a rule, there are brainless contraptions I will never use, since you will find them in almost every novice level. These include slabs of fire or electricity stuck in floors, jetpacking through electrified or fire mazes, and jumping over rolling emitted logs.

I'm also starting to write my story script in advance, which helps in planning for friendly NPCs, which require extra empty space. Nothing sucks more than having to cut apart your level to add in a few inches to a room because of bad planning.
2009-01-11 05:37:00

Author:
Thegide
Posts: 1465


I really think that LBP is a great new version of the erector set (tm), and lego's (tm). you get to make anything you can imagine, as complex (almost) as you could want. if anyone else has ever heard of rube goldberg, this would be an amazing platform to do that on.

anyone else play the levels almost a secondary fun to building machines and seeing what happens when you use a spring attached to a twisty bobbly with some peach floaty material at the end?
2009-01-13 12:43:00

Author:
TJapan
Posts: 225


I basically have the start and end in my head and try to fill in the blanks, 1 room at a time - as long as I have a general feel for what the room is going to be (Security room, Puzzle room, platform room and so on) I work on "what makes this room different from all the other rooms"

I like to think that each of my rooms offers something new visually to break up the gameplay - theres nothing I find worse than jumping over 3 identical fire pits in a row, I feel that each new challenge should go one step further than the last (even a tiny step)

Actually thinking of the rooms is a different matter, I either sit there and do nothing untill I can think of something or get flooded with ideas about the room beyond this room....normally the thought of designing a great room 2 rooms beyond this is enough to get me to create the 2 rooms to get there

due to the nature of my levels I rarely build anything that isnt a building.....I literally cant think outside the box
2009-01-13 20:13:00

Author:
Mrgenji
Posts: 803


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