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Posts Tagged ‘Level Design’

Redefining public space as play

December 9th, 2011 No comments

Granted, this is not technically news but I just now stumbled over it. Summer 2011, the swiss city of Luzerne launched an initiative (together with ) to clean up it’s streets by “gamifying” their trash bins. Not only is this awesome, it also looks damn cool and it a wonderful example of the power of simple lines to redefine (public) space.

Granted there’s little in the sense of feedback or actual goals but still it’s a neat idea. Unfortunately I have not found any information on the effectiveness of this campaign. Since it’s been out there for a while I’d be curious to know more. Regardless, here’s some more pictures of the 15 changed trash bins.
Luzerne City (Bild: Manuela Jans/Neue LZ) Luzerne City (Bild: Manuela Jans/Neue LZ) Luzerne City (Bild: Manuela Jans/Neue LZ)

Source (German)

Storyworlds across Media conference

July 22nd, 2011 No comments

A few weeks ago I was at the Storyworlds across Media conference at the Johannes Gutenberg University in Mainz, Germany. This academic conference revolved around the creation of fictional universes and settings (storyworlds) through a variety of media. This conference was my first real contact with academic narratology and it was most definitely inspiring and interesting.

Over the course of three days I got to meet a set of interesting and intelligent people and talk about a intruiging topics. Of course there also were a number of papers being presented, some of which were quite intriguing while others were rather dry. Videos of all talks are supposed to be made available at the website, free of charge, later on. I’ll briefly try to highlight the, in my opinion, most valuable sessions so that you can give them a look once the videos are online.

Storyworlds across Media
from Marie-Laure Ryan

This introductory talk providfed a good overview over the idea of “storyworlds” and how they fit into theories of narratology. This lecture was a great start to the conference for someone new to the academic discourse on this topic. One of the things I specifically scribbled into my notes was her list of “constituents of storyworlds”, e.g. the things that together can create a storyworld:

  • An inventory of existents
  • A space with certain geographic features
  • Physical laws
  • Social laws and values
  • Events. A history of changes that happen in the narrative
  • Mental events

What I found especially interesting is that she specifically points out the fictional geography of storyworlds and it’s importance.

A Game of Thrones: Transmedial Worlds, Fandom, and Social Gaming
from Lisbeth Klastrup and Susana Tosca

These two discussed a few transmedial events surrounding the launch of the Game of Thrones TV series, specifically the online games. They made a few interesting observations when it came to the different target groups, how they overlap and interact. Using some low-fi data mining they tried to figure out how readers, GOT enthusiasts, gamers and other people interlocked.

The Developing Storyworld of H. P. Lovecraft
from Van Leavenworth

A lecture dealing especially with the slightly odd nature of the Cthulhu mythos and it’s reincarnation in different “texts”. There are a few peciularities since the IP is no longer copyrighted and there is a wide range of different authors. It seems that it’s more of a brand that implies that the text provides a certain sense of world, unifying themes and returning elements. The latter could be locations (Arkham…) or characters (old ones…) but don’t have to be.

Strategies of Storytelling on Transmedia Television
from Jason Mittell

This lecture delved into different methods of sharing the storyworld of a series outside of the TV show. Jason explained two fundamentally different approaches using the examples of Lost and Breaking Bad. The former is expansionist, where the transmedial material expands on the world an adds new histories, characters and events. The Breaking Bad material on the other hand aims to “fold in on itself” to provide denser information about the character themselves, to help viewers get into their heads.

Jason also noted that there are three different kinds of tie-in games to movies and TV shows:

  1. Exploratory: These games allow you to explore the fictional storyworld yourself.
  2. Imitational: Games that allow you to “try on the skin” of the story characters. These often fail because the expected drama from TV and Movies is missing.
  3. Narratively: Games that try to retell the story of the movie in the game. This is almost never done for TV shows. Here the approach is usually to have the game be “one extraordinary episode”.

The Paradox of Interactive Tragedy: Can a Video Game have an Unhappy Ending?
from Jesper Juul

Here Jesper took a closer look at the elements that make up a tragedy and why it’s so difficult to recreate that in games. His theory is that this lies within the paradox of failure. Usually, when we as players succeed in some task within the game, we are happy, as is the protagonist. Likewise, when we fail we are frustrated and suffer, as does our protagonist. In Tragedy however we need to delight at the failure and misfortune of the protagonist. Our long-term aesthetic desire for a well-rounded story has to overcome our short-term desire for the protagonist to succeed, something that’s quite strong in video games.

Long Exposure Photography

April 22nd, 2011 4 comments


This is a bit of an old topic but something I’ve just stumbled over a few days ago during a presentation. About 10 years back in 2001 Rosemarie Fiore took long exposure photographs of entire game sessions of old arcade games.

These do a great job at capturing the game space described by the movement of the player avatar. You can see a photograph of Tempest to the right but you can see the entirety of the set on her website gallery.

Categories: Video games Tags: ,

Experiencing Environments PDF Download

April 16th, 2011 2 comments

I’ve finally held the lecture mentioned in my last post. I was pretty happy with the results and since I wanted to share the slides with my readers I’ve just uploaded them to slideshare. You can download them from there or browse them here.

The slides are released for personal use only copyrighted under the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License. If you have questions, need further information or plan to use the presentation for anything other than personal use, please get in touch with me.

Experiencing Environments lecture

April 9th, 2011 2 comments

For the last couple of weeks I’ve been collecting material and planning my upcoming lecture at the International Film School in Cologne.

Today I’m finally sitting down to really flesh it out and as a little teaser I’ve uploaded the opening image and an introductory slide. As you can see there the lecture is called Experiencing Environments.

It is about level design focuses on the topics of environmental storytelling and player navigation. The latter will mostly be information from my No More Wrong Turns article but the former is mostly new material compiled for this lecture.

Of course, once everything is done, the lecture is held and any possible feedback is incorporated I will upload it here to share with the greater gaming community.

In the meantime enjoy the previews and if you do have any additional material or interesting links on the topic, feel free to send them my way – there’s always room for more!

Dave’s Mapper

March 27th, 2011 No comments

There’s a nifty little website out there called Dave’s Mapper. Basically what this web-based tool does is randomly generated classic Dungeons & Dragons style dungeon maps for use in pen and paper role-playing games.

The generation itself is pretty simple as you can propably see: It always uses the same points to connect the different tiles. However there’s quite a bit of content and it’s still growing since creating these “geomorphs” (which is what the tiles they use are called) seems to be a fun hobby for some people.

Categories: Roleplaying Tags: ,

Lessons from Doom

November 8th, 2010 No comments

I just found an excellent article that takes a look at the lessons we can learn from both Game and Level Design of Doom. The entire Vectorpoem blog is actually worth a read:

Coelacanth: Lessons from Doom

Categories: Video games Tags: , ,

Miegakure

April 5th, 2010 1 comment

Miegakure is a four-dimensional puzzle platformer. And when I say four dimensional, I don’t mean to use the 4th to refer to time or something equally lame. No, another actual spacial dimension. As far as I can tell the in-development game is played in three dimensions and at the push of a button one of the dimensions can be exchanged with another one. An intriguing concept and worth to watch for the mindbending spaces it is bound to create.

I won’t pretend to know how this is supposed to work but it certainly is interesting. Here’s a video that might help

Categories: Video games Tags: ,

GDC2010: Day 2

March 24th, 2010 No comments

Sorry for the delay but while I was able to write up the review for the first day of GDC at 4 o’ clock in the morning due to the jetlag, the rest of the days and nights I was way too busy to find the time to do so. However I still want to post the rest of the days but I’ll do so incrementally. That means I’ll start the post for one day, writing up one session, and then adding to that over time until everything is written.

That said, let’s start.

Level Design in a Day: Best Practices from the Best in the Business
Tuesday I decided to check out this full day tutorial. I was expecting a hands-on experience but because the attendance was so massive it was more of a lecture. Actually a couple lectures, each one on a different topic and held by a different Level Designer.

Level Design in a Day: Pre-Production
In this segment Ed Byrne of Zipper Interactive detailed the level design pre-production workflow as it exists at Zipper. It basically boils down to:

  • Level Brainstorming
    A session where the team openly brainstorms for interesting locations and environments
  • Abstracts
  • Encounter Ideas
    A brainstorming for ideas for high points in maps
  • Cell Diagram
    Arranging encounters into a sequence and context
  • Encounter Models
    Prototyping of encounters, not neccessarily within the engine
  • Walkthrough
    Writing a detailed walkthrough of the player experience
  • Paper Design
    Creating a detailed design of the individual levels

There was some discussion on this process among the panel, especially on the last part of Paper Design. A few designers mentioned that they stopped doing 2d paper designs and instead work directly within the engine, whiteboxing the level. The argument against 2d layout plans was that the dimension of height is often underused if a level is planned on a flat piece of paper.

Someone from the audience also made a good suggestion for an alternate Paper Design tool: Google Sketchup and/or Layout. While I haven’t really worked much with either program, I’ve heard good things and might give them a spin sometime.

Level Design in a Day: Core Space Creation
The second lecture was from Matthias Worch of Visceral Games. He talked about “Digital Ditch Digging”, the meat and potatoes of Level Design. Using Bioshock as an example, he talked about how the experience of the player is shaped by the “physical properties” and “ecology” of a level.

With physical properties Matthias means the walls and boundaries of the environment while ecology refers to the placement of items, pickups and other resources. These two elements combined can create “weighted spaces”, making certain locations more desireable or frequented, creating hotspots and choke points.

Something I really liked was his example of the simple UDK level done with only 10 brushes, 2 wepaons and 1 powerup. This seems like a great exercise for students to learn how to do the most with little detail. All you can do using these tools I whitebox your level.

The slides for this part of the presentation are available online in ZIP format.

Level Design in a Day: Rapid Prototyping using BSP
This section was from Jim Brown of Epic Games. In it he talked a lot about the Unreal Editor as a tool to quickly create levels. Most of it felt like an ad for the tool but there were some nice points, like the fact that the Gears of War team used Kismet (UED scripting language) to even prototype some enemies or items before they were then created in full.

The Anatomy of a Social Gamer: Why Do They Come, Play and Pay?
So after a while I decided to head back to the Social Games Summit to check out this lecture. It sounded interesting on paper but unfortunately wasn’t. The setup was that Marianne Borenstein from playdom moderated the panel made up of average social-gaming joes and janes.

The session then consisted of Marianne asking questions to her guests about their personal history and involvement with games of all kind. The idea was to use this to represent the Social Gaming audience and shed some light on their motives and expectations.

Unfortunately the panel was quite boring and I couldn’t really agree with the basic idea. 4 people are not able to accurately represent the breath of the social gaming audience, regardless of the method used to pick them.

Level Design in a Day: Narrative Support throgh Level Design
This was the last part of the tutorial that I have notes for. Held by Joel Burgess of Bethesda Softworks, it dealt with the way a level designer can actually tell a story. This was one of the high points of the tutorial with a lot of good thoughts and info.

He started off by talking about the tool of a storyteller, which he separated into two categories: Language and Visual information. The former is direct and unambiguous but brings with it the fact that it’s often tiresome and can be a lot of work to localize. Visual storytelling suffers less from these drawbacks but at a cost.

The idea is to use visual means to create patterns that the player can use to draw conclusions. The idea is that the player looks at the world and makes up his own stories based on what he sees. The stories created this way are very powerful, because the player has created them, he’s become a designer himself.

Joel had a few examples taken from Fallout 3 that emphasized his points. As said, I did enjoy the presentation and you can take a look at Slides in PPTX format yourself.

Categories: Video games Tags: , ,

No More Wrong Turns PDF

October 25th, 2009 No comments

I’ve been meaning to do this for a long time but kept putting it off. Now it’s finally here: the No More Wrong Turns article in handy PDF format for you to download and print:

The article is released for personal use only. If you want to do something else with it, please get in touch with me. I’ll propably say yes but it’d be nice to know about it.