This is hands down the best talk on level design I have ever seen, clear examples, well explain with very practical and demonstrative examples. I would love to see some more follow up examples, covering some additional topics like designing terrain and a more detailed look at topics like sightline blocking and choosing affordance signifiers
I would like to notice one nice design touch, that wasn't covered here but it was in the level. At 5:33 we can see boxes on the floor. They aren't obviously placed together so the player won't notice that but the human perception will work here and we will (probably) look in the direction that they are pointing. However they are pointing to the wall and we have a new room in front of us so we don't think too much about it. And there comes magic. They were pointing the wall when the player was looking at the new location but when he came back, their direction changed so they were pointing pipes (7:21). That is something that is also used in the art (e.g. lines between ceiling and walls are pointing to Jesus in the Last Supper). Also those boxes cover pipes on the first bridge entry so they have 2 functionalities. Great video by the way, I love it!
A lot of good advice, tips, articles, videos, talks and even books about level design in just one 37 minutes talk! That's an awesome talk! Thank you Peter for creating "the giraffes moment" and for sharing this talk!
This is amazing - great work! A lot of solid blockout reminders, plus some new tricks I hadn't considered much before! All presented in a really accessible way. This is now officially my go-to video for people who ask me "What do Level Designers do?"
Great and informative video - seeing it in such a visual format really drives home the points. I found setting up the locked gate puzzle particularly helpful. Would love to see something like this on combat design!
Right, my level stands a much better chance of being fun and engaging with these well presented techniques. I thought I had done a good job by making the environment beautiful but on the first play test the player just wandered about confused and lost, especially when she had enemies to battle. Turns out making levels that aren’t linear (boring) but navigable is a subtle art. Thanks, more please.
great walk through - Thanks for this - I notice the level is in Dreams on the PS4: Are the majority of the assets here preset blocks, or have they been made in other modelling software's? ( i have a copy of Dreams and have only just scratched the surface atm).
Hi Robert, The whole level is made from around 20 different modules, which I built in Dreams as I went along. You cant import other models into Dreams but its a very quick tool so its become my tool of choice for blocking out levels. Obviously I'm quiet biased ;)
If I'm forced to get to the locked critical path before I can get the key to it, that means exploration will never be rewarded with the key. So, I should just run down the critical path until it opens up the area I need to go to, it's a waste to explore everything else.
This is hands down the best talk on level design I have ever seen, clear examples, well explain with very practical and demonstrative examples. I would love to see some more follow up examples, covering some additional topics like designing terrain and a more detailed look at topics like sightline blocking and choosing affordance signifiers
I would like to notice one nice design touch, that wasn't covered here but it was in the level. At 5:33 we can see boxes on the floor. They aren't obviously placed together so the player won't notice that but the human perception will work here and we will (probably) look in the direction that they are pointing. However they are pointing to the wall and we have a new room in front of us so we don't think too much about it. And there comes magic. They were pointing the wall when the player was looking at the new location but when he came back, their direction changed so they were pointing pipes (7:21). That is something that is also used in the art (e.g. lines between ceiling and walls are pointing to Jesus in the Last Supper). Also those boxes cover pipes on the first bridge entry so they have 2 functionalities.
Great video by the way, I love it!
Truly one of the best talks I've seen... on anything. Why doesn't EVERYONE replace their powerpoint decks with game levels?
Such a great talk! Thanks so much for sharing!
Some absolutely gold tips there.
A lot of good advice, tips, articles, videos, talks and even books about level design in just one 37 minutes talk!
That's an awesome talk!
Thank you Peter for creating "the giraffes moment" and for sharing this talk!
A proper crash course on level design !
Nicely done Peter!
This is amazing - great work! A lot of solid blockout reminders, plus some new tricks I hadn't considered much before! All presented in a really accessible way. This is now officially my go-to video for people who ask me "What do Level Designers do?"
Great and informative video - seeing it in such a visual format really drives home the points. I found setting up the locked gate puzzle particularly helpful. Would love to see something like this on combat design!
I love Peter Field
Legend! Awesome session! Thank you. Could have listened for hours and hours.
Im showing very early stage interest into exploring a career in game design, and found this really inspiring! thank you
This video is gold! Thanks for sharing it and Thanks for the Peter Field master class.
Right, my level stands a much better chance of being fun and engaging with these well presented techniques. I thought I had done a good job by making the environment beautiful but on the first play test the player just wandered about confused and lost, especially when she had enemies to battle. Turns out making levels that aren’t linear (boring) but navigable is a subtle art. Thanks, more please.
Great video, finally got around to watching it 😀
Wow... fantastic talk
This talk is so good 👌 thank you for this, learned a lot through this
Great video. Thank you Peter Field.
3 years too late to this, but I found it on time.
Thx Peter for a really interesting talk❤️
great walk through - Thanks for this - I notice the level is in Dreams on the PS4: Are the majority of the assets here preset blocks, or have they been made in other modelling software's? ( i have a copy of Dreams and have only just scratched the surface atm).
Hi Robert, The whole level is made from around 20 different modules, which I built in Dreams as I went along. You cant import other models into Dreams but its a very quick tool so its become my tool of choice for blocking out levels. Obviously I'm quiet biased ;)
excellent talk!
Came here from infallible code.
Edit: spelling
Thaks for this talk !
Awesome
TOP!
good
I only wants to know in which engine it made and how
It was made in Dreams for PS4 /PS5 :)
If I'm forced to get to the locked critical path before I can get the key to it, that means exploration will never be rewarded with the key. So, I should just run down the critical path until it opens up the area I need to go to, it's a waste to explore everything else.
content of the video might be good but the audio is horrible, I can't hear anything