Wednesday, 25 September 2013

Virtual World Note: Week 4

Topic: level design documentation process: mapped out --> documentation --> white box

Best practices at level design documentation

----- A lot of level design start with 1-page concept:
All levels and environments begin as an initial idea. It is important to capture the essence of any given level idea in a document called "The 1-page concept".

The following information are required in 1-page concept.
- Title
- Level Size
     - Size is often subjective but provide an estimation as a standard
     - Large, Medium, Small, etc
- Setting Overview
     - Quick description of the environment and or fiction
     - Important or unique visual elements should be mentioned
     - Paint a picture with your words! Your description will be the selling point for the level
- Game flow
     - Describe the player's experience within the level
     - What important events happen?
     - Mention any unique gameplay elements/mechanics
- What makes the level cool?
     - A summarization of why YOU believe the level would make for a quality experience
     - Typically a bulleted list
- Potential missions within the level

The saying "a picture is worth a thousands words' could not be more true than in the case of a 1-page concept. Providing a relevant picture or two will help to convey the idea more effectively than can often be described in the space allotted.

----- Creating a Plan: The Level Design Doc (LDD)
Once a 1-page concept has been selected for development, a LDD must be created (referred to as an LDD for the remainder of this document). The LDD will serve as a reference handbook for all other team members concerning the details and design of the level. As such, it is extremely important that the LDD be kept up to date at all times. Should a team member refer to an outdated LDD it could result in confusion and improper implementation.

When the LDD is initially created there may be still be many unknowns concerning the level, it is okay to simply state 'I don't know' but ambiguousness half answers should be avoided. as details are resolved the documentation should be updated immediately.

LDD Format
Level summary
Details
     - Major Dramatic Question (MDQ)
     - Level environment/ atmosphere/ mood
     - Major areas/ visual themes
     - Story details (How story is told in level? Important especially for story-heavy game)
Gameplay
     - Enemy list (What is the enemy list in the level that makes it unique?)
     - Gameplay mechanics
     - Level progression chart
     - primary play through description
     - missions/ branching paths
     - pick-ups/collectibles/unlockables
Maps
     - Complete map
     - Detail maps
For most games, it is better to have both: a complete map with major landmarks and detail maps with every single map. The complete map can give basic feeling of the level - overview. The detail map can be zoomed-in to give whatever level need to be given.
Cinematic
     - IGC (In Game Cinematic) / unique camera work/ unique cameos
     - Script

----- Major Dramatic Question
serves a theme for a given level in both fiction and pacing. The MDQ is a question that you seek to answer in the span of a given level. For example, a MDW may be 'How can we stop a rocket before it launches?"

Thematically the level would explore this question and have proper pacing such that the question is answered in the climax of the level. the experiences of the level should support the MDQ. planning that experiences within a level around a a solid MDQ will, in turn help inform the pacing of the level and help ensure that the fiction (is reasonable).

----- Level progression chart
another tool level designers use to ensure that the level has 

----- Know Your Surrounding: Map Making
Map Types
- Overview map
The overview map is a complete map of the level. It shows how each portion off the level is connected.
Elements of the Map:
     - Title
     - MDQ
     - Scale guide
     - Basic map key
     - description of major events within the level
Detail Maps
Detail maps are more in-depth looks at specific section of the level. All areas of a level should be plotted out in detail maps. An accurate scale guide is critical in detail maps as it will help determine the scope of the level.
Elements of the Map:
     - Title / section
     - scale guide and grid
     - detailed map key
     - descriptions of events within this section of the level
(Keeping it explicit is the key)
Topographic Height Map
The height map may be used to visually convey significant descriptions in elevation changes within the level.
Elements of the Map:
     - Title/ section
     - Color-coded elevation guide
Profile Map
The profile map is typically a side profile or 3/4 overhead that visually shows height (y axis) that an overhead wouldn't not accurately detail.
Elements of the Map:
     - Title / section
     - Any additional information pertinent to the profile map

----- Map Templates
Map templates is useful for standardization and readable for the team especially when two or more level designer work for a game

----- Committing to Scope: The Sign Off
Once the LDD and Maps have been created, they are subject to a two-part approval process dubbed "The Sin Off'. The materials are reviewed by a group of Designers to ensure that they meet design expectations, then the materials are reviewed by a group of Artists to make sure that the level is within scope and achievable by the art team.

The Designer Sign Off
The LDD and Materials are reviewed by a group of Designers, selected by and including the Lead Designer. The goal of the Designer Sign Off is to determine if the level meets the design criteria to progress into the production pipeline. The requirements of the  Designer Sign Off are as follows:
- Is the level in keeping with the fiction, universe and themes of the title?
- Does the level meet the creative standards of the title?
- Has the gameplay experience been properly planned out?
    - intended player path
     -enemy encounters (to the best of the designer's knowledge)
    - alternate paths/ missions
     - unique events/ gameplay elements within the level
- Does the level appear to have proper intensity and pacing?
- Is the level length/ timebox within the given allowance?
- Is the level within scope from a Design prospective?

The Artist Sign Off
Following the Designer Sign off, the level materials should be reviewed by a group of artists designated by the Art Director. The goal of the Artist Sign off is primarily to determine if the scope of the environment and associated assets is viable. The Artist Sign Off is also a forum for the artists/ art director to voice any concerns concerning style or visuals
Those involved in the Artist Sign off should review the LDD thoroughly, however, the level maps will be the primary documentation used in the critique. Assuming the map has a proper scale guide and grid included, members of the Artist Sign Off can get and informed idea of the size and scope of a level. Combined with the level details found in the LDD, an educated assessment of scope should be formulated.
While the Artist Sign Off serves an important role in the approval process, it's purpose isn't to determine whether the level moves forward or not; rather, the total in the artist sign off is to inform design and the product owners of potential risks involved with the level before it enters full-fledged production.
The requirements of the Artists Sign Off are as follows:
- Is the size, scale of the level within scope?
- Can the level artist commit to the requirements of the level?
- Does the setting and visual elements of the level fit with the vision of the creative director and art director?
- Is the level laid out in a manner that is compatible with zone streaming within the game engine?

----- A World Realized: Creating a Whitebox
Environment whitebox guide
- keep it simple
- prioritize gameplay
- respect art/design balance
- adhere to unit/scale standards

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