{"id":114,"date":"2025-11-23T19:55:38","date_gmt":"2025-11-23T19:55:38","guid":{"rendered":"https:\/\/sites.wsagames.com\/mfm2g24\/?page_id=114"},"modified":"2026-01-11T04:31:28","modified_gmt":"2026-01-11T04:31:28","slug":"week-4","status":"publish","type":"page","link":"https:\/\/sites.wsagames.com\/mfm2g24\/week-4\/","title":{"rendered":"Week 4"},"content":{"rendered":"\n<p><strong>Level design<\/strong><\/p>\n\n\n\n<p>This week we looked into level design, which I the creation of spaces, missions, stages or scenarios, along with structuring the game flow, moment to moment challenges and the path through.<\/p>\n\n\n\n<p>The role of a level designer is to plan navigable spaces, game mechanics and dynamics, challenge and guidance. Planning the space includes grey boxing the environment, and then the environment artist works with that.<\/p>\n\n\n\n<p><strong>Core Principles<\/strong><\/p>\n\n\n\n<p><strong>Flow<\/strong>: <em>Designing player\u2019s journey<\/em><\/p>\n\n\n\n<p>This is about creating a guideline for narrative arcs, skill development, special design, etc. achieved utilising structure play through rhythm and pacing.<\/p>\n\n\n\n<p>You have to understand what the player learns in each segment, where the tension rises and falls, and how each space might reward the player\u2019s curiosity or skill.<\/p>\n\n\n\n<p>A structural example we were given to implement these was:<\/p>\n\n\n\n<p>introduce -&gt; develop -&gt; twist -&gt; conclusion<\/p>\n\n\n\n<p><strong>Affordances<\/strong><\/p>\n\n\n\n<p>The environment teaches interaction, such as textures, proportion, objects, shape &amp; form, and layout which should communicate what can be done without the use of text.<\/p>\n\n\n\n<p>What can the player infer by just looking? Is a material visibly climbable or is it just decoration? Can you use shape, light or motion to signal possibility?<\/p>\n\n\n\n<p>Ex. A wall that can be broken down will stand out as a pile of rocks into a mountain wall, or something like in this picture.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img fetchpriority=\"high\" decoding=\"async\" width=\"602\" height=\"339\" src=\"https:\/\/sites.wsagames.com\/mfm2g24\/wp-content\/uploads\/sites\/56\/2026\/01\/image-2.jpeg\" alt=\"\" class=\"wp-image-251\" srcset=\"https:\/\/sites.wsagames.com\/mfm2g24\/wp-content\/uploads\/sites\/56\/2026\/01\/image-2.jpeg 602w, https:\/\/sites.wsagames.com\/mfm2g24\/wp-content\/uploads\/sites\/56\/2026\/01\/image-2-300x169.jpeg 300w\" sizes=\"(max-width: 602px) 100vw, 602px\" \/><\/figure>\n\n\n\n<p>Figure 1 Infinity Nikki, 2024<\/p>\n\n\n\n<p>It is clear that this pile of rocks has something inside it<\/p>\n\n\n\n<p><strong>Guidance<\/strong>: <em>Visual &amp; Spatial Cues<\/em><\/p>\n\n\n\n<p>Direct the player subtly through composition, helping to lead exploration while preserving freedom<\/p>\n\n\n\n<p>Ex. Colour &amp; contract, lighting and shadow, motion, size and scale<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"564\" height=\"236\" src=\"https:\/\/sites.wsagames.com\/mfm2g24\/wp-content\/uploads\/sites\/56\/2026\/01\/image-7.png\" alt=\"\" class=\"wp-image-252\" srcset=\"https:\/\/sites.wsagames.com\/mfm2g24\/wp-content\/uploads\/sites\/56\/2026\/01\/image-7.png 564w, https:\/\/sites.wsagames.com\/mfm2g24\/wp-content\/uploads\/sites\/56\/2026\/01\/image-7-300x126.png 300w\" sizes=\"(max-width: 564px) 100vw, 564px\" \/><\/figure>\n\n\n\n<p>Figure 2 Greedfall, 2019<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"500\" height=\"277\" src=\"https:\/\/sites.wsagames.com\/mfm2g24\/wp-content\/uploads\/sites\/56\/2026\/01\/image-8.png\" alt=\"\" class=\"wp-image-253\" srcset=\"https:\/\/sites.wsagames.com\/mfm2g24\/wp-content\/uploads\/sites\/56\/2026\/01\/image-8.png 500w, https:\/\/sites.wsagames.com\/mfm2g24\/wp-content\/uploads\/sites\/56\/2026\/01\/image-8-300x166.png 300w\" sizes=\"(max-width: 500px) 100vw, 500px\" \/><\/figure>\n\n\n\n<p>Figure 3 Supershot VR, 2016<\/p>\n\n\n\n<p>Spatial orientation can manifest <em>as Spatial Composition<\/em> such as Pathways and leading lines, Landmarks, Arenas, <em>Framing and perspective, Cognitive Mapping<\/em> such as cognitive load, Familiarity, and intuition.<\/p>\n\n\n\n<p><strong>Level design procedures<\/strong><\/p>\n\n\n\n<p>\u2022 Spatial Layout &amp; Narrative Action Bubbles<br>\u2022 Blockmesh<br>\u2022 Environment Art<br>\u2022 Scripting<br>\u2022 Lighting<br>\u2022 Optimisation<br>\u2022 Playtest<\/p>\n\n\n\n<p>We looked at how games take on a phenomenological approach, which is the concept of experiencing a thing through a lens of experience that connects them to the human experience, not by simply viewing the thing as it is. For example, a mug through the view of Empirical Realism is its material, volume, weight, hardness, thermal conductivity, etc. whereas by Phenomenology, the concept of holding or containing is not drawn solely from empirical experience, but from past experience, so the jug isn\u2019t just an object, but a thing that connects matter and human experience.<\/p>\n\n\n\n<p>This is the baseline of immersive experience in game spaces. In the presentation two quotes were used to illustrate. \u201cPlayers want to engage not with the screen but with a<br>fictional world these images bring to mind.\u201d (Nitsche, 2008)<\/p>\n\n\n\n<p>\u201cNothing is experienced by itself, but always in relation to its<br>surroundings, the sequence of events leading up to it, the<br>memory of past experiences.\u201d (Lynch, 1960)<\/p>\n\n\n\n<p><strong>Spatial Layout &amp; Narrative Action Bubbles<\/strong><\/p>\n\n\n\n<p><strong>Game Flow Breakdown: Narrative Action Bubbles<\/strong><\/p>\n\n\n\n<p>Segments of a game level where specific actions or gameplay mechanics are concentrated, its\u2019 point is to break down levels into manageable and focused experiences, it also helps with variety in pacing.<\/p>\n\n\n\n<p><strong>Blockmesh (greyboxing)<\/strong><\/p>\n\n\n\n<p>This is used to mapout the game environment just using geometric shapes during early development. It helps establish scale, layout and flow and test mechanics and gameplay before the details are added on top.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"602\" height=\"382\" src=\"https:\/\/sites.wsagames.com\/mfm2g24\/wp-content\/uploads\/sites\/56\/2026\/01\/image-9.png\" alt=\"\" class=\"wp-image-254\" srcset=\"https:\/\/sites.wsagames.com\/mfm2g24\/wp-content\/uploads\/sites\/56\/2026\/01\/image-9.png 602w, https:\/\/sites.wsagames.com\/mfm2g24\/wp-content\/uploads\/sites\/56\/2026\/01\/image-9-300x190.png 300w\" sizes=\"(max-width: 602px) 100vw, 602px\" \/><\/figure>\n\n\n\n<p>Figure 4 image credit | Erick Pangilinan, Art Direction for Uncharted 2: Among Thieves &#8211; GDC 2010 &amp; Naughty Dog, Uncharted 2 (2009)<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"591\" height=\"365\" src=\"https:\/\/sites.wsagames.com\/mfm2g24\/wp-content\/uploads\/sites\/56\/2026\/01\/image-10.png\" alt=\"\" class=\"wp-image-255\" srcset=\"https:\/\/sites.wsagames.com\/mfm2g24\/wp-content\/uploads\/sites\/56\/2026\/01\/image-10.png 591w, https:\/\/sites.wsagames.com\/mfm2g24\/wp-content\/uploads\/sites\/56\/2026\/01\/image-10-300x185.png 300w\" sizes=\"(max-width: 591px) 100vw, 591px\" \/><\/figure>\n\n\n\n<p>Figure 5 image credit | Erick Pangilinan, Art Direction for Uncharted 2: Among Thieves &#8211; GDC 2010 &amp; Naughty Dog, Uncharted 2 (2009)<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"598\" height=\"380\" src=\"https:\/\/sites.wsagames.com\/mfm2g24\/wp-content\/uploads\/sites\/56\/2026\/01\/image-11.png\" alt=\"\" class=\"wp-image-256\" srcset=\"https:\/\/sites.wsagames.com\/mfm2g24\/wp-content\/uploads\/sites\/56\/2026\/01\/image-11.png 598w, https:\/\/sites.wsagames.com\/mfm2g24\/wp-content\/uploads\/sites\/56\/2026\/01\/image-11-300x191.png 300w\" sizes=\"(max-width: 598px) 100vw, 598px\" \/><\/figure>\n\n\n\n<p>Figure 6 image credit | Erick Pangilinan, Art Direction for Uncharted 2: Among Thieves &#8211; GDC 2010 &amp; Naughty Dog, Uncharted 2 (2009)<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"602\" height=\"380\" src=\"https:\/\/sites.wsagames.com\/mfm2g24\/wp-content\/uploads\/sites\/56\/2026\/01\/image-12.png\" alt=\"\" class=\"wp-image-257\" srcset=\"https:\/\/sites.wsagames.com\/mfm2g24\/wp-content\/uploads\/sites\/56\/2026\/01\/image-12.png 602w, https:\/\/sites.wsagames.com\/mfm2g24\/wp-content\/uploads\/sites\/56\/2026\/01\/image-12-300x189.png 300w\" sizes=\"(max-width: 602px) 100vw, 602px\" \/><\/figure>\n\n\n\n<p>Figure 7 image credit | Erick Pangilinan, Art Direction for Uncharted 2: Among Thieves &#8211; GDC 2010 &amp; Naughty Dog, Uncharted 2 (2009)<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Level design This week we looked into level design, which I the creation of spaces, missions, stages or scenarios, along with structuring the game flow, moment to moment challenges and the path through. The role of a level designer is to plan navigable spaces, game mechanics and dynamics, challenge and guidance. Planning the space includes [&hellip;]<\/p>\n","protected":false},"author":47,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-114","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/sites.wsagames.com\/mfm2g24\/wp-json\/wp\/v2\/pages\/114","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sites.wsagames.com\/mfm2g24\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/sites.wsagames.com\/mfm2g24\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/mfm2g24\/wp-json\/wp\/v2\/users\/47"}],"replies":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/mfm2g24\/wp-json\/wp\/v2\/comments?post=114"}],"version-history":[{"count":2,"href":"https:\/\/sites.wsagames.com\/mfm2g24\/wp-json\/wp\/v2\/pages\/114\/revisions"}],"predecessor-version":[{"id":258,"href":"https:\/\/sites.wsagames.com\/mfm2g24\/wp-json\/wp\/v2\/pages\/114\/revisions\/258"}],"wp:attachment":[{"href":"https:\/\/sites.wsagames.com\/mfm2g24\/wp-json\/wp\/v2\/media?parent=114"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}