How to get past the "blank canvas" in level design

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  • Опубліковано 1 чер 2024
  • To help me make more videos, and join our Discord community, support the Patreon! / stevelee_gamedev
    Discord server: / discord
    Twitter: / essell2
    Download the Portal 2 level shown in this video: doublefunction.itch.io/gelly-...
    Everyone's submissions to Level Design Jam 2: itch.io/jam/ld-jam-2/entries
    00:00 - Intro
    01:32 - Learning from Architecture and Industrial Design
    03:21 - Starting my design in text first
    05:01 - Elements: which mechanics am I going to use?
    06:21 - Questions: Why are these mechanics interesting?
    08:50 - Sequence: Breaking down our ideas into moments
    10:50 - The struggle was real; but the process worked
    #leveldesign #gamedev #gamedesign
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КОМЕНТАРІ • 65

  • @stevelee_gamedev
    @stevelee_gamedev  Рік тому +17

    Did this video help you get past your (so-called) blank canvas? Let me know what kind of challenges you’re having.

    • @RickHenderson
      @RickHenderson 11 місяців тому +3

      This was a great video. I love all your content. I get side-tracked with details because I want things to *look* good so I don't spend as much time in blockout as I should. That said, I am working on a full level (small, indie, me) that I now have a good idea of what I can put on the canvas, now I just have to think through the how. This vid helped push me more in that direction.

    • @stevelee_gamedev
      @stevelee_gamedev  7 місяців тому +1

      @@RickHenderson Great to hear, cheers Rick :)

    • @JasonWelch
      @JasonWelch 3 місяці тому

      So this video did make a lot of sense, especially to me as I'm use to writing technical docs before writing code. I've been a professional programmer for 18 years now, and very little of that starts with throwing s*** at the wall and hoping something sticks, which was my process for level design thus far. However, even having a doc containing something like 15 paragraphs and a few dozen bullet points, I still can't figure out what the hell the level is actually going to look like. I spent about 5 hours creating a rough block out. It's not terrible, but.. not good also. With Portal, you have dozens of samples to draw from. The core mechanics in Portal already present you with constraints. Sure, I know what constraints my player character has in getting through a level, but making each piece of the level interesting, not just a random object that only exists to get from a to b..
      I think the missing piece here is transforming the doc into some sort of visual blue print, but creating that blue print is a whole other problem to solve. It's the same as going from a tech spec to working code. Sure, less of a blank canvas than you started with, but now you have countless decisions to make about how to best represent the points in the document. I'm left with the thought "cool...so I know there needs to be x, y, and z...but...ok, I'll sculpt some terrain...cool, I guess I'll add a cube here, oh and then a few more here the player will need to jump between to reach the top of this other cube because I wanted to introduce jumping...oh at the top, will be the first enemy encounter...but then what? Maybe a broken bridge that leads to the next cube?".
      There's also visual style to consider. If the game setting is a war zone, the block out should probably have a lot of broken shapes. If it's a utopian city, everything should look pristine, so the block out needs to reflect that. My inspiration has mostly been Death's Door. It's a great game, but I can mostly reproduce the same overall geometry that's used...but then my game allows for jumping, so short walls to lock the player within a given bound won't really work unless the walls are taller than the max jump height.. so that's yet another factor. I swear, designing and coding the stats, inventory, game save system, etc. were far easier than level design has been.

  • @Keyecomposer
    @Keyecomposer Рік тому +12

    You literally just uploaded this video as i've been going through this issue.

  • @FortniteCreatorMaps
    @FortniteCreatorMaps 7 місяців тому +3

    The environment is already there, you’re just discovering it.

  • @eirgel38
    @eirgel38 Рік тому +1

    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.

    • @stevelee_gamedev
      @stevelee_gamedev  11 місяців тому

      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 :)

  • @danielfaulkner9403
    @danielfaulkner9403 Рік тому +12

    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!!

  • @OldYozhik
    @OldYozhik Рік тому +12

    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 🇺🇦

    • @stevelee_gamedev
      @stevelee_gamedev  Рік тому +3

      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!

    • @Arctic.Wolves
      @Arctic.Wolves 9 місяців тому +1

      @@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. 🤩❤

    • @stevelee_gamedev
      @stevelee_gamedev  9 місяців тому

      @@Arctic.Wolves Lovely to hear, thanks for reaching out :)

  • @VinceLee888
    @VinceLee888 Рік тому +3

    your vids need a playlist, too!

    • @stevelee_gamedev
      @stevelee_gamedev  Рік тому

      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): ua-cam.com/channels/RT_DdZnWiUryqrOhLL7gyw.html

  • @LoxagosSnake
    @LoxagosSnake Рік тому +2

    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!

    • @stevelee_gamedev
      @stevelee_gamedev  Рік тому +1

      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 :)

  • @neptuneleveldesign
    @neptuneleveldesign Рік тому +4

    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.

    • @stevelee_gamedev
      @stevelee_gamedev  Рік тому +1

      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 :)

  • @TraZix
    @TraZix Рік тому +5

    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!

    • @stevelee_gamedev
      @stevelee_gamedev  Рік тому +1

      Lovely to hear, cheers - hopefully much more useful stuff to come 👍

  • @davecharlton6380
    @davecharlton6380 Рік тому +2

    Great video! Thank you.
    I really like listing the restrictions and then bouncing ideas off them to overcome a blank canvas.

  • @Grimsikk
    @Grimsikk Рік тому +1

    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.

    • @stevelee_gamedev
      @stevelee_gamedev  Рік тому +1

      That's lovely to hear that the videos help, thanks - and good job with getting the the HL2 level done 👍

    • @Grimsikk
      @Grimsikk Рік тому

      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.

    • @stevelee_gamedev
      @stevelee_gamedev  Рік тому +1

      @@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 👍

  • @cjmixmaster
    @cjmixmaster 11 місяців тому +1

    This needs so many more views

  • @kairon156
    @kairon156 11 місяців тому +1

    Very cool video. I'm just making a document for a game idea and this was very helpful.

    • @stevelee_gamedev
      @stevelee_gamedev  11 місяців тому +1

      Good to hear, cheers :)

    • @kairon156
      @kairon156 11 місяців тому

      @@stevelee_gamedev I really enjoyed the batch of videos I binged this past month and I look forward to seeing more. :)

  • @luizacalderan4856
    @luizacalderan4856 Рік тому +8

    Such an amazing content, thank you so much!

  • @NikitaShershakov
    @NikitaShershakov Рік тому +1

    I’ve got so much inspiration all the time I watch your videos, thanks so much.

  • @shano1966
    @shano1966 Рік тому +1

    Thanks! Currently need to design some progression system for a game and this video is full of great advice.

  • @ErikBorchersVR
    @ErikBorchersVR 4 місяці тому

    This was very useful. Thank you for sharing

  • @whalics
    @whalics Рік тому +1

    This is a great breakdown. Super helpful!

  • @FBNL
    @FBNL Рік тому

    One of the best videos I've seen on the level design process, thanks for sharing

  • @HenrikGamborg
    @HenrikGamborg Рік тому +1

    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.

  • @mojkee
    @mojkee Рік тому +1

    Thanks for your vid!

  • @LPlasma
    @LPlasma Рік тому +1

    Good stuff!

  • @AA-eq2zq
    @AA-eq2zq 11 місяців тому

    I've found your videos really useful - as writing advice too!
    (Btw, I really like the music at the end, what is it?)

    • @stevelee_gamedev
      @stevelee_gamedev  10 місяців тому

      Great to hear! And the track at the end was generously provided by my mate Mylar Melodies (ua-cam.com/users/mylarmelodies) - quite a banger, innit

  • @Keyecomposer
    @Keyecomposer Рік тому +1

    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.

    • @stevelee_gamedev
      @stevelee_gamedev  Рік тому

      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 :)

  • @OpenMawProductions
    @OpenMawProductions 5 місяців тому

    What text program are you using? It looks really nice.

    • @stevelee_gamedev
      @stevelee_gamedev  5 місяців тому

      Notepad++, set to its "Choco" style :) notepad-plus-plus.org

  • @ReedLiu64
    @ReedLiu64 11 місяців тому

    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
      @stevelee_gamedev  8 місяців тому

      The level on the left? Not sure what you mean...

    • @ReedLiu64
      @ReedLiu64 8 місяців тому

      @@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?

  • @BlackBlur888
    @BlackBlur888 Рік тому

    +1

  • @RainOn2SunnyDay
    @RainOn2SunnyDay Рік тому

    i hate that blank canvas

  • @denizhalimi387
    @denizhalimi387 8 місяців тому

    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

    • @denizhalimi387
      @denizhalimi387 8 місяців тому

      Seems like headings and bold texts don't get shown in here, hope this is still somewhat readable