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The Level Design Process ee ; Game Pe and Development FUNDAMENTALS OF GAME DESIGN Library of Congress Cataloging-in-Publication Data Adams, Emest Fundamentals of game design/Emest Adams and Andrew Rollings. po om ISBN 0-13-168747-6 (alk. paper) L. Computer games—Design. 2. Computer games—Programming, 1. Rollings, Andrew, 1972- Tl Title (QA76.76.C672A322 2006 794581536—de22 Vice President and Publisher: Associate VP/Executive Acqui Stephanie Wall Executive Acquisitions Editor, Media: Richard Keaveny Executive Acquisitions Editor: Chris Katsaropoulos Product Development Manager: Eileen Bien Calabro Editorial Supervisor: Brian Hoehl Editorial Assistants: Rebecca Knauer, Kaitlin O'Shaughnessy Executive Producer: Lisa Strite Content Development Manager: Cathi Profitko Senior Media Project Manager: Steve Project Manager, Media: Alana Meyers Director of Marketing: Margaret Waples Senior Marketing Manager: Jason Sakos fatale E. Anderson ions Editor, Print: sliostro 3. Video games—Design, 2006023805 Marketing Assistant: Ann Baranov Senior Sales Associate: Joseph Pascale ‘Managing Editor: Lynda J, Castillo Production Project Manager: Lynne Breitfeller Manufacturing Buyer: Chip Poakeart, Produetion/ Editorial Assistant: Sandra K. Bernales Design Mai Maria Lange ‘Art Director/ Interior Design/Cover Desi Blair Brown, ‘Cover Ilustration/Photo: Northern Electrics ‘Composition: Integra Project Management: BookMastrs, Inc ‘Cover Printer: RR Donnelley’ Farrisoninarg Printer/Binder: RR Donnelley’ Harrisonburg (Credits and acknowledgments borrowed from other sources and reproduced, with permission, inthis textbook appear on appropriate page within text. Copy Pearson Pre ight © 2007 by Pearson Education, Inc, Upper Saddle River, New Jersey, 07458, Hall, All ights reserved, Printed in the United States of Amer a. This publication is protected by Copyright and ‘permission should be obtained from the publisher prior to any prohibited reprodktion, storage in a retrieval system, or transmission im any form or by any ‘write to: Rights and nissions Department, ns, electronic, mechanical, photocopying, recording, of likewise. For information regarding permission(s), (Contents ofthis book are for general information only and should not be considered legal advice Pearson Prentice Hall!” isa trademark of Pearson Education, Ine Pearson’ isa rey Prentice Hi tered trademark of Pearson ple Pearson ducation LTD. Pearson Education Singapore, Pte. Lid Pearson Education, Canada, Lid Pearson Education Japan Teeny _———_| beKcunes eM 1 isa registered trademark of Pearson Education, Inc Pearson Education Australia PTY, Limited Pearson Education North Asia Lid Pearson Educacién de Mexico, S.A. de CV, Pearson Education Mal sia, Pte, Ltd 10987654321 ISBN 0-13-168747-6 416 CHAPTER 12 General Principles of Level Design The Level Design Process Having introduced the general principles of level design, we now turn to the process. Level design takes place during the elaboration stage of game design and, like the overall game design, is an iterative process. At points during the pro- cedure, the level designers should show the work-in-progress to other members of the team for analysis and commentary, Early input from artists, programmers, and other designers prevents you from wasting time on overly complex levels, asking for features the programmers cannot implement, or making demands for artwork that the artists don’t have time to meet. At the 2004 Computer Game Technology Conference in Toronto, Canada, level designers Rick Knowles and Joseph Ganetakos of Pseudo Interactive pre- sented an excellent lecture simply entitled, “Level Design” (Knowles, 2004) They described the 1 l-stage process by which their company builds levels, which we summarize here. In the following sections, we assume that the development