Week 4

I wasn’t present on the day when we had a guest lecture, but later I had an access to the presentation and looked through it.

Key Takeaways:
• Level design = structuring play through space, pacing, and feedback.
• Every game format (2D, 3D, physical) uses a similar grammar of challenge and flow.
• Clear communication between design and art roles builds better player experience.
• Flow: Good levels introduce, develop, test, and reward — just like good learning experiences.

It was really useful to learn about all the elements that Level Design contains and how to use them in practice.

One of the activities we did during the second lecture was creating a world setting and flow of the game using the template and the words provided on the sheets.

There were 4 topics we needed to cover: starting area, region, basics & hope and fear. We weren’t restricted from using our on words as well, so a few gaps were filled with our own ideas.

It was fascinating to see how using only a couple of simple sentences we could come up with the whole game idea and the flow of its narrative.

Finished world profile. The task under number 5 was to come up with dynamics that would be fitting the game, as well as add the mechanics and different endings.

It helped me to understand how world building works in terms of generating ideas from scratch, as well as how settings and storyline change as you add more thought and details to the initial idea.