a great reminder, thanks. I will say though that as a player I would hesitate as I drop from the height of the chamber towards the exit because the fact that it takes 2-3 bounces to inch your way across the gap feels almost like that's not how you're supposed to do it, I'd expect a "cleaner" action that confirms my solution.
Yeah looking at it now, I think I know a way that I could've helped the player avoid the multiple bounces - I think when I came up with the idea I was thinking that they can use the tractor beam to get back up to the higher floor they initially see the exit from, and then take a running jump forwards towards the exit. But in practice, because I placed the tractor beam directly in the middle of that area, the tractor beam is in the way of the player taking a leap forwards along the line of the bouncy gel. So all it would take is for me to take the tile in the middle of the row of white tiles on the floor (that the player fires the vertical tractor beam from), and turn it from white to black, so that they have to place their tractor beam to the side. This would encourage them to move onto the upper floor before dropping down onto the bouncy gel, which would make it natural to run and jump down onto it from the middle, resulting in less bounces to get across, haha. Having said all this - one thing about the multiple bounces towards the exit that I do actually like, is that when you're doing it, there's a buildup of "ooh is this going to work" tension along the way, leading to a final "it did! Woop!" feeling at the end. So in that sense, I was also happy with how it is :)
I used to have them all on one big one, but now I have grouped into a bunch of them - they're on the channel page :) The category headings are all links to the playlists (viewed on desktop, at least): ruclips.net/channel/UCRT_DdZnWiUryqrOhLL7gyw
Learning from architecture and industrial design is an amazing point actually that's overlooked a lot. I often see level designers looking exclusively at other game levels for inspiration and reference gathering. There is so much more to be discovered out there in architecture especially! Loved it as always.
This was such an anticipated video, and as always, the content was immensely helpful and actually practical. An issue that I'm personally struggling with is getting over my own doubts when trying to design a level; it doesn't help that a lot of online resources make it look like a neat, one-and-done thing. Other than sharing your process for getting over the blank canvas itself, it was so refreshing to hear you talk about the stuff people don't see -- the testing, the iterations, the ideas that just don't work. It was a godsend. Thank you very much, Steve!
Great to hear you found it genuinely useful, thanks! And really interesting that you liked the bit at the end about the iterations, and stuff that doesn't work. You've convnced me that I definitely should go back to it someday, and make the video where I show you all the testing and banging my head against the design that I went through :)
I would love you to share with us some main principles like “show don’t tell”, “FFF - form follows function”, “Door before the key”, etc. It would be a pleasure to have some more principles with explanations and examples. Keep up the good work, love what you’re doing, and hello from Ukraine 🇺🇦
Hi - I have a few in mind for future videos, just a matter of finding the time to get to them! Great to hear you like the videos, and I hope you’re doing ok over there ❤️ Any questions etc, let me know!
@@stevelee_gamedev I wanted to thank you for your time and rich experience. I discovered new principles and knowledge for myself. Which I will gladly use in my games. Thank so much. 🤩❤
I seriously have never seen a channel as dedicated to teaching FPS level design as yours. I could watch your videos forever, I love learning everything possible about level design. Used your tips to finally download Hammer(++) and try my hand at a small level. It's only like 3 minutes long, if even that, but I finished it in a week, avoided scope creep, and it's fun. A longtime HL2 mapper who's also been giving me tips tried it out and actually genuinely liked it except for a couple minor things that I promptly fixed. Thank you for helping me to just do it and stop worrying.
Thanks! I really wish I had gotten into HL2 and Hammer when I was younger and had more time, but thankfully it seems like that community is still alive and well. Whenever I get nore time I plan on making a longer map and trying some new ideas. Thanks again for your help, who knows, maybe I can piece together a stronger portfolio to one day get a gig.
@@Grimsikk My advice would be to try and keep them relatively short if you can - 3-5 minutes is usually great and will help you hit a higher level of quality than something stretched out to 10 minutes for the sake of it. Focus on quality, showing good, relevent skills, and creating something cool that shows who you are and what you can do 👍
Your videos are a godsend Steve. I've watched and absorbed the knowledge from your videos when trying to break into the industry. Now that I'm in, I still watch your videos to improve my workflow and process as a level designer. Thanks for everything!
Very useful. Wanted to create levels in a Game Jam game I participated in a couple of weeks back(2.5D puzzle/platformer, 2p co-op). Was not sure how to initiate the process. I will attempt this method. My overall goal is to create portfolio content. I plan on making multiple levels. Not entirely sure how many yet, but enough to build an overall experience curve over all of them. Thank you for this, and your other videos.
Hey Steve its looking like i might be getting my first job within the industry as a level designer. The game is in Unreal and with a small team. I've been trying to learn as much as i can about Unreal before i start the job although like you've mentioned in previous videos that can be quite difficult on account of the fact that i can't really test my level with any mechanics or polished movement. Should i just relax and trust that the transferable skills i do have in level design will be enough for me to at least hit the ground running? I figure as long as i have that understanding of level design learning the software is just secondary to importance.
First of all - congrats! And re: learning Unreal, yeah I wouldnt sweat it too much when it comes to learning most of it on the job - that's often how it is because every game's tools and workflow ends up being so unique anyway. I agree that your design perspective and experience is more important than the tech :)
My method was like: 1. load contrains and goals in my head 2.immerse myself with lots of refs, there are some will click eventully 3.try them out and modify them see which one stick on the wall. Not ideal really and that's why I start to read book on architecture and hope I can design blockout base on my design not the already built in real life. Then again I was trying to make level out of realistic buildings, to balance credibility and gameplay wasn't easy. BTW, what's point of the level on the left with water at bottom?
@@stevelee_gamedev Sorry for the confusion, I meant in the last bit thre is a distant view, I notice 2 tall chamers with water at the bottom. Wonder what they are for?
When movement is restricted for your video-game the level design itself turns into a chore , because as a level designer the levels you design have to be fun but if the game does not allow it then it becomes a very boring affair turning it into a blank canvas.
Thanks for creating this highly educational video. I have taken the time to summarize the process you describe and thought I might as well share it, in case someone might find it interesting or would like to adjust it or add to it. # Level Design Process in Text ## What is the goal of this level? Start by writing down the goal of the level. Remember, for that you need to understand the game’s mechanics and constraints really well first. This whole process is supposed to be about brainstorming ideas and just writing down any ideas you come up with on a note. Your goal can literally be “Make an interesting [NAME_OF_THE_GAME] level” and then you add some more emphasis on which direction you would like to take this level. ****************Example:**************** --- ****************************GOAL:**************************** Make an interesting Portal 2 level Using the beam tunnel mechanic, and bouncy gel mechanic With theme of “Verticality” --- ## Defining the Game's Goal To create a logical and engaging level, it's crucial to define the game's goal clearly. This involves considering the game's mechanics, constraints, and desired player experience. Start by crafting a succinct goal statement that encapsulates your vision for the level. **Formula for Defining the Game's Goal:** **"Achieve [Objective] by creating a [Game Title] level that leverages [Key Mechanics] to convey [Player Experience/Theme]."** - **Objective:** This is the overarching goal of the level design, which can include objectives such as "Create a new portfolio piece," "Learn how to use new tools," or "Show you're a good fit for a certain kind of game or studio." - **Game Title:** The title of the game you're working on. - **Key Mechanics:** The core gameplay mechanics or elements that the level will focus on. - **Player Experience/Theme:** This part can still convey the desired player experience or theme of the level, even if the primary goal is not strictly in-game related. **Examples:** 1. **"Create an immersive Portal 2 level that leverages the beam tunnel and bouncy gel mechanics to convey a sense of verticality."** 2. **"Expand your portfolio with a visually stunning level design by using Unreal Engine 4, showcasing your mastery of new tools and techniques."** 3. **"Demonstrate your suitability for a narrative-driven game studio by designing an emotionally engaging level in The Last of Us 2, focusing on storytelling and atmosphere."** 4. **"Showcase your skills for potential employers by creating a compelling Portal 2 level that leverages the beam tunnel and bouncy gel mechanics to convey a sense of verticality."** 5. **"Teach players a new game mechanic by creating an educational Portal 2 level that effectively introduces and utilizes the beam tunnel mechanic."** 6. **"Advance the game's narrative by designing a pivotal story beat in The Last of Us 2, using level design to immerse players in a crucial character moment."** 7. **"Innovate within an established game by crafting a unique level in Minecraft that introduces novel gameplay mechanics and surprises players with fresh challenges."** ****************Remember:**************** 1. Design with goals in your mind 2. Stay focused on your real priorities ## Elements: Which mechanics are you going to use? 1. Do the mechanics align with the goal of the game? 2. How can these mechanics create opportunities for player engagement? 3. What emergent possibilities or interactions can arise from these mechanics? ****Example:**** --- ******************ELEMENTS:****************** Portal gun Beam tunnel mechanic Bouncy gel mechanic Other stuff like windows, buttons, doors --- ************************Reasons these mechanics seemed like a good fit:************************ 1. They both facilitate interesting vertical movement 2. They give players choices and encourage exploration 3. They combine in interesting ways ## Questions: Why are these mechanics interesting? Start by writing down the mechanic(s) and what they enable the player to do. ************Example:************ --- **QUESTIONS:** What is interesting about those mechanics? WHY ARE THOSE TWO MECHANICS INTERESTING? Beam tunnel mechanic enables: Player to move up, down and laterally, regardless of gravity Players to jump out at any point Players to use portals to direct these tunnels out of anywhere (This is assuming the tunnel is targeted at a white wall) (Meaning one step of the puzzle could be to switch it from being aimed at a black wall to a white one) Bouncy gel mechanic enables: Jumping onto bouncy gel bounces player to a higher height than simply jumping Bounce from gel varies with speed at which player hits the gel Bouncy gel also works on walls(!) These two combined could enable: Player to direct gel into beam tunnels, and onto different walls --- ## Ideas Write down any design or gameplay ideas that come up along this process. ************Example:************ --- **IDEAS:** Player has to find a way to switch a wall panel from black to white, to allow to use portal to re-direct a beam tunnel Player having to use beam tunnels to direct bouncy gel at new surfaces, enabling new bouncing to access an area Player then re-direct beam tunnel somewhere else that allows them to bounce into the bouncy gel and reach somewhere new --- ## The Sequence Here we take our generated ideas and break them down into really granular moment-to-moment beats. ****************Example:**************** --- **SEQUENCE:** Goal is at the top of the level - player starts at the bottom Player sees tractor beam firing into black wall panel Player has to find a way to switch the wall panel from black to white Player sees a button as a goal to reach Player uses bouncy gel to reach button, switching the beam wall to white Player can now make that beam come out of any other white walls But player needs to use beam to place bouncy gel in new location Player can fire it out of the floor to enable vertical movement Player can drop down onto bouncy gel from really high, to get somewhere new
The environment is already there, you’re just discovering it.
You literally just uploaded this video as i've been going through this issue.
Haha, great to hear - hope it helps x
a great reminder, thanks. I will say though that as a player I would hesitate as I drop from the height of the chamber towards the exit because the fact that it takes 2-3 bounces to inch your way across the gap feels almost like that's not how you're supposed to do it, I'd expect a "cleaner" action that confirms my solution.
Yeah looking at it now, I think I know a way that I could've helped the player avoid the multiple bounces - I think when I came up with the idea I was thinking that they can use the tractor beam to get back up to the higher floor they initially see the exit from, and then take a running jump forwards towards the exit. But in practice, because I placed the tractor beam directly in the middle of that area, the tractor beam is in the way of the player taking a leap forwards along the line of the bouncy gel. So all it would take is for me to take the tile in the middle of the row of white tiles on the floor (that the player fires the vertical tractor beam from), and turn it from white to black, so that they have to place their tractor beam to the side. This would encourage them to move onto the upper floor before dropping down onto the bouncy gel, which would make it natural to run and jump down onto it from the middle, resulting in less bounces to get across, haha.
Having said all this - one thing about the multiple bounces towards the exit that I do actually like, is that when you're doing it, there's a buildup of "ooh is this going to work" tension along the way, leading to a final "it did! Woop!" feeling at the end. So in that sense, I was also happy with how it is :)
I really like the perspective of thinking about levels through noting down "whats fun about X mechanic and how can I use it in Y?" Awesome video!!
Good to hear, cheers Daniel :)
your vids need a playlist, too!
I used to have them all on one big one, but now I have grouped into a bunch of them - they're on the channel page :) The category headings are all links to the playlists (viewed on desktop, at least): ruclips.net/channel/UCRT_DdZnWiUryqrOhLL7gyw
Learning from architecture and industrial design is an amazing point actually that's overlooked a lot. I often see level designers looking exclusively at other game levels for inspiration and reference gathering. There is so much more to be discovered out there in architecture especially! Loved it as always.
Yeah it's a pet hate of mine that I feel like too many games feel like they were only inspired by other games. Glad you liked the video, cheers :)
This was such an anticipated video, and as always, the content was immensely helpful and actually practical. An issue that I'm personally struggling with is getting over my own doubts when trying to design a level; it doesn't help that a lot of online resources make it look like a neat, one-and-done thing. Other than sharing your process for getting over the blank canvas itself, it was so refreshing to hear you talk about the stuff people don't see -- the testing, the iterations, the ideas that just don't work. It was a godsend. Thank you very much, Steve!
Great to hear you found it genuinely useful, thanks! And really interesting that you liked the bit at the end about the iterations, and stuff that doesn't work. You've convnced me that I definitely should go back to it someday, and make the video where I show you all the testing and banging my head against the design that I went through :)
Great video! Thank you.
I really like listing the restrictions and then bouncing ideas off them to overcome a blank canvas.
Cheers Dave!
I would love you to share with us some main principles like “show don’t tell”, “FFF - form follows function”, “Door before the key”, etc. It would be a pleasure to have some more principles with explanations and examples. Keep up the good work, love what you’re doing, and hello from Ukraine 🇺🇦
Hi - I have a few in mind for future videos, just a matter of finding the time to get to them! Great to hear you like the videos, and I hope you’re doing ok over there ❤️ Any questions etc, let me know!
@@stevelee_gamedev I wanted to thank you for your time and rich experience. I discovered new principles and knowledge for myself. Which I will gladly use in my games. Thank so much. 🤩❤
@@Arctic.Wolves Lovely to hear, thanks for reaching out :)
Such an amazing content, thank you so much!
Cheers Luiza, glad you like it 👍
I seriously have never seen a channel as dedicated to teaching FPS level design as yours. I could watch your videos forever, I love learning everything possible about level design. Used your tips to finally download Hammer(++) and try my hand at a small level. It's only like 3 minutes long, if even that, but I finished it in a week, avoided scope creep, and it's fun. A longtime HL2 mapper who's also been giving me tips tried it out and actually genuinely liked it except for a couple minor things that I promptly fixed. Thank you for helping me to just do it and stop worrying.
That's lovely to hear that the videos help, thanks - and good job with getting the the HL2 level done 👍
Thanks! I really wish I had gotten into HL2 and Hammer when I was younger and had more time, but thankfully it seems like that community is still alive and well. Whenever I get nore time I plan on making a longer map and trying some new ideas. Thanks again for your help, who knows, maybe I can piece together a stronger portfolio to one day get a gig.
@@Grimsikk My advice would be to try and keep them relatively short if you can - 3-5 minutes is usually great and will help you hit a higher level of quality than something stretched out to 10 minutes for the sake of it. Focus on quality, showing good, relevent skills, and creating something cool that shows who you are and what you can do 👍
This needs so many more views
Haha, I agree
I’ve got so much inspiration all the time I watch your videos, thanks so much.
Lovely to hear, thanks :)
Your videos are a godsend Steve. I've watched and absorbed the knowledge from your videos when trying to break into the industry. Now that I'm in, I still watch your videos to improve my workflow and process as a level designer. Thanks for everything!
Lovely to hear, cheers - hopefully much more useful stuff to come 👍
A great perspective! Thanks for sharing
This is a great breakdown. Super helpful!
Great to hear, cheers :)
Thanks! Currently need to design some progression system for a game and this video is full of great advice.
Great to hear it’s useful 👍
Very cool video. I'm just making a document for a game idea and this was very helpful.
Good to hear, cheers :)
@@stevelee_gamedev I really enjoyed the batch of videos I binged this past month and I look forward to seeing more. :)
One of the best videos I've seen on the level design process, thanks for sharing
Lovely to hear, cheers :)
This was very useful. Thank you for sharing
Great to hear, you're welcome :)
Very useful. Wanted to create levels in a Game Jam game I participated in a couple of weeks back(2.5D puzzle/platformer, 2p co-op). Was not sure how to initiate the process. I will attempt this method. My overall goal is to create portfolio content. I plan on making multiple levels. Not entirely sure how many yet, but enough to build an overall experience curve over all of them.
Thank you for this, and your other videos.
Cheers Henrik - hope it helps :)
Phenomenal explanation! thank you
Cheers, hope it's useful :)
Thanks for your vid!
You're welcome, cheers!
Good stuff!
Cheers :)
I've found your videos really useful - as writing advice too!
(Btw, I really like the music at the end, what is it?)
Great to hear! And the track at the end was generously provided by my mate Mylar Melodies (ruclips.net/user/mylarmelodies) - quite a banger, innit
Hey Steve its looking like i might be getting my first job within the industry as a level designer. The game is in Unreal and with a small team. I've been trying to learn as much as i can about Unreal before i start the job although like you've mentioned in previous videos that can be quite difficult on account of the fact that i can't really test my level with any mechanics or polished movement. Should i just relax and trust that the transferable skills i do have in level design will be enough for me to at least hit the ground running? I figure as long as i have that understanding of level design learning the software is just secondary to importance.
First of all - congrats! And re: learning Unreal, yeah I wouldnt sweat it too much when it comes to learning most of it on the job - that's often how it is because every game's tools and workflow ends up being so unique anyway. I agree that your design perspective and experience is more important than the tech :)
My method was like: 1. load contrains and goals in my head 2.immerse myself with lots of refs, there are some will click eventully 3.try them out and modify them see which one stick on the wall. Not ideal really and that's why I start to read book on architecture and hope I can design blockout base on my design not the already built in real life. Then again I was trying to make level out of realistic buildings, to balance credibility and gameplay wasn't easy. BTW, what's point of the level on the left with water at bottom?
The level on the left? Not sure what you mean...
@@stevelee_gamedev Sorry for the confusion, I meant in the last bit thre is a distant view, I notice 2 tall chamers with water at the bottom. Wonder what they are for?
What text program are you using? It looks really nice.
Notepad++, set to its "Choco" style :) notepad-plus-plus.org
Where can I find a tool to assemble the level sketch? Sorry for my English, I'm Brazilian and I still don't know English
Not sure what kind of level sketch you mean, but don't be afraid to just use pen and paper :) (And your English is fine, don't worry!)
When movement is restricted for your video-game the level design itself turns into a chore , because as a level designer the levels you design have to be fun but if the game does not allow it then it becomes a very boring affair turning it into a blank canvas.
whats the song at the end?
It’s an unreleased track by a friend of mine, he has a youtube channel about modular synths, the name is Mylar Melodies 👍
@@stevelee_gamedev ah, really good track though, hope he releases it one day
+1
i hate that blank canvas
Thanks for creating this highly educational video. I have taken the time to summarize the process you describe and thought I might as well share it, in case someone might find it interesting or would like to adjust it or add to it.
# Level Design Process in Text
## What is the goal of this level?
Start by writing down the goal of the level. Remember, for that you need to understand the game’s mechanics and constraints really well first.
This whole process is supposed to be about brainstorming ideas and just writing down any ideas you come up with on a note.
Your goal can literally be “Make an interesting [NAME_OF_THE_GAME] level” and then you add some more emphasis on which direction you would like to take this level.
****************Example:****************
---
****************************GOAL:**************************** Make an interesting Portal 2 level
Using the beam tunnel mechanic, and bouncy gel mechanic
With theme of “Verticality”
---
## Defining the Game's Goal
To create a logical and engaging level, it's crucial to define the game's goal clearly. This involves considering the game's mechanics, constraints, and desired player experience. Start by crafting a succinct goal statement that encapsulates your vision for the level.
**Formula for Defining the Game's Goal:**
**"Achieve [Objective] by creating a [Game Title] level that leverages [Key Mechanics] to convey [Player Experience/Theme]."**
- **Objective:** This is the overarching goal of the level design, which can include objectives such as "Create a new portfolio piece," "Learn how to use new tools," or "Show you're a good fit for a certain kind of game or studio."
- **Game Title:** The title of the game you're working on.
- **Key Mechanics:** The core gameplay mechanics or elements that the level will focus on.
- **Player Experience/Theme:** This part can still convey the desired player experience or theme of the level, even if the primary goal is not strictly in-game related.
**Examples:**
1. **"Create an immersive Portal 2 level that leverages the beam tunnel and bouncy gel mechanics to convey a sense of verticality."**
2. **"Expand your portfolio with a visually stunning level design by using Unreal Engine 4, showcasing your mastery of new tools and techniques."**
3. **"Demonstrate your suitability for a narrative-driven game studio by designing an emotionally engaging level in The Last of Us 2, focusing on storytelling and atmosphere."**
4. **"Showcase your skills for potential employers by creating a compelling Portal 2 level that leverages the beam tunnel and bouncy gel mechanics to convey a sense of verticality."**
5. **"Teach players a new game mechanic by creating an educational Portal 2 level that effectively introduces and utilizes the beam tunnel mechanic."**
6. **"Advance the game's narrative by designing a pivotal story beat in The Last of Us 2, using level design to immerse players in a crucial character moment."**
7. **"Innovate within an established game by crafting a unique level in Minecraft that introduces novel gameplay mechanics and surprises players with fresh challenges."**
****************Remember:****************
1. Design with goals in your mind
2. Stay focused on your real priorities
## Elements: Which mechanics are you going to use?
1. Do the mechanics align with the goal of the game?
2. How can these mechanics create opportunities for player engagement?
3. What emergent possibilities or interactions can arise from these mechanics?
****Example:****
---
******************ELEMENTS:******************
Portal gun
Beam tunnel mechanic
Bouncy gel mechanic
Other stuff like windows, buttons, doors
---
************************Reasons these mechanics seemed like a good fit:************************
1. They both facilitate interesting vertical movement
2. They give players choices and encourage exploration
3. They combine in interesting ways
## Questions: Why are these mechanics interesting?
Start by writing down the mechanic(s) and what they enable the player to do.
************Example:************
---
**QUESTIONS:**
What is interesting about those mechanics?
WHY ARE THOSE TWO MECHANICS INTERESTING?
Beam tunnel mechanic enables:
Player to move up, down and laterally, regardless of gravity
Players to jump out at any point
Players to use portals to direct these tunnels out of anywhere
(This is assuming the tunnel is targeted at a white wall)
(Meaning one step of the puzzle could be to switch it from being aimed at a black wall to a white one)
Bouncy gel mechanic enables:
Jumping onto bouncy gel bounces player to a higher height than simply jumping
Bounce from gel varies with speed at which player hits the gel
Bouncy gel also works on walls(!)
These two combined could enable:
Player to direct gel into beam tunnels, and onto different walls
---
## Ideas
Write down any design or gameplay ideas that come up along this process.
************Example:************
---
**IDEAS:**
Player has to find a way to switch a wall panel from black to white, to allow to use portal to re-direct a beam tunnel
Player having to use beam tunnels to direct bouncy gel at new surfaces, enabling new bouncing to access an area
Player then re-direct beam tunnel somewhere else that allows them to bounce into the bouncy gel and reach somewhere new
---
## The Sequence
Here we take our generated ideas and break them down into really granular moment-to-moment beats.
****************Example:****************
---
**SEQUENCE:**
Goal is at the top of the level - player starts at the bottom
Player sees tractor beam firing into black wall panel
Player has to find a way to switch the wall panel from black to white
Player sees a button as a goal to reach
Player uses bouncy gel to reach button, switching the beam wall to white
Player can now make that beam come out of any other white walls
But player needs to use beam to place bouncy gel in new location
Player can fire it out of the floor to enable vertical movement
Player can drop down onto bouncy gel from really high, to get somewhere new
Seems like headings and bold texts don't get shown in here, hope this is still somewhat readable