Damnation: Concept Level Design

Being a regular and avid Kotaku reader, I just stumbled over a small article and video from the developers of the game Damnation. This shooter tries to set itself apart by focusing on strong vertical elements in the gameplay. The video you can find here on Kotaku explains their approach to level design which is different enough to be remarkable. Update: there’s a HD version of the video available on Gametrailers.

Damnation Concept Artwork

The “usual” approach (if there is such a thing) of Shooter 3d Level Design is to come up with a floorplan of the level. Then concepts of important areas, which might have existed before or are created after the floorplan, are integrated. For example the secret temple at the heart of the map will be placed in a wide open area at the focus point of the level. The advantages of this are that the Level Designers can clearly plan the gameflow but obviously this has a few drawbacks. For example it might result in environments that do not fit together as well visually as they could. I also believe that this approach might be responsible for the prevalence of Room/Corridor/Room Levels.

The workflow chosen by the Damnation Developers Blue Omega begins with a large scale concept of the level, which is then used by the level designers to plan the player’s possible paths. This propably requires a close cooperation between the Concept Art and Level Design departments. An advantage I can see though is that the levels might end up looking much more organic, since they were planned as a “visual whole” instead of as a sequence of events/areas.

While I wasn’t too keen on Damnation, this video made me curious to take a closer look at the levels to see the fruits of this technique. It certainly sounds like an interesting idea but I’m sure that it’s not a perfect new solutions. Like everything it’s a method that has it’s uses for certain games . But it’s another tool to put in your Level Designer Toolbelt.

Tactical Architecture at Calpoly

More than a month ago, when it was clear that I was coming to California for a few weeks I got back into touch with a few people from here to see whom I could meet. Among these people was Tom Fowler IV, a professor for Architecture at Calpoly, with whom I was working during my stay there in 05/06.

He asked me if I wanted to hold a lecture about Architecture and Level Design. Of course I jumped at the opportunity and started to think about possible topics. Since most students were from the Architecture department and had little to no previous experience to making games I decided to just go over the very basics, explaining what game and level design is and what it’s goals are.

The lecture went well even though I was finished a bit too early and should have prepared some more in depth material. I was glad to see that there was lots of interest though since the (small) room was pretty much filled. I’m guessing 40 to 50 people.

Anyway, since the subject I spoke on is an interesting one I thought I’d like to try and write up a proper article for this blog sometime after I get back to Germany…