GDC 2010: Level Design Tutorial

March 17, 2010 · Print This Article

I cleaned up the slides from the lecture I gave during the GDC 2010 Level Design tutorial. This was an introductory look at the world of level design – what he does and how he does it. The material is entry level, but a good overview of the disciplines. You will find some overlap with the environmental definition that Harvey and I used in our “What Happened Here?” session.

(201) Level Design in a Day: Best Practices from the Best in the Business
Session Description:

In this intense day-long tutorial, attendees will gain deep insights from some of the most experienced level designers in the industry. The tutorial will cover every aspect of the level design process, from basic navigation and object manipulation tips and tricks to best practices for encounter design and level flow. As the development discipline responsible for crafting the vastly important moment-to-moment player experience, a deep understanding of core level design principles becomes essential for level designers, game designers and design managers alike. Likewise, an intimate familiarity with the level creation process can be a massive advantage to producers, testers or artists. This year’s session will focus on the Unreal Engine, while subsequent years will focus on Source, Quake, and other popular engines.

Intended Audience:
Level designers, mission designers, game designers and scripters will gain deep insights into the best practices and proven processes used by our industry’s leading teams. Additionally, writers, level artists and quality assurance professionals will come away from this talk  better prepared to collaborate and contribute to the level creation process. All attendees should have a solid understanding of the level design process, as well as a basic familiarity with the tools of the trade. Experience with the Unreal Editor will also be beneficial this year, but is not required to fully participate in the tutorial.

Takeaway:
Newcomers to the world of level design will gain a solid foundation in the art and science of level design while experienced level designers will come away from the talk with a bevy of tips, tricks, and best practices in use by some of the best level designers in the industry. Experienced producers, artists and testers will gain an intimate understanding of the level design process, and will be better equipped to manage and collaborate with this essential part of the game development process.

Speakers:
Coray Seifert, Game Designer, THQ – Kaos Studios
Matthias Worch, Senior Level Designer, Visceral Games
Neil Alphonso, Lead Level Designer, Splash Damage
Richard Carlson, Level Designer/game designer/musician/sfx dood, Digital Eel
Ed Byrne, Creative Director, Zipper Interactive
Forrest Dowling, Lead Multiplayer Level Designer, THQ – Kaos Studios
Joel Burgess, Lead Level Designer, Bethesda Softworks
Jim Brown, Lead Level Designer, Epic Games

Download the slides for this session below.

GDC 2010 LD Tutorial Downloads
Slides (PowerPoint 2007 .pptx, 4.5MB)

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4 Responses to “GDC 2010: Level Design Tutorial”

  1. Janice Hertel on March 25th, 2010 6:46 pm

    Thanks for positng your GDC Level Design tutorial slides! Would you be willing to share the simple level .udk file? I could recreate it, but I’d also like to play it with the exact dimensions and placements you had there. :)

    I really enjoyed the session. I hope all the speakers will post slides in the GDC Vault.

  2. Matthias on March 25th, 2010 10:25 pm

    I can look into uploading the level (needs a couple of fixes), but it’s a UT3 level, not UDK.

  3. GDC 2010 Stuff « LEVEL-DESIGN.org on March 29th, 2010 7:33 am

    [...] Also you can find some slides and documents directly on authors' blogs: Joel Burges -"Level Designer, Storyteller" Harvey Smith, Mattias Worch – "What Happened Here? – Environmental Storytelling" Mattias Worch – "Level Design in a Day – Best Practises From The Best in The Business" [...]

  4. First steps in level design | QuakeWiki on March 10th, 2012 10:43 pm

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