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by Christopher W. Totten
An Architectural Approach to Level Design
Cover
Half Title
Title Page
Copyright Page
Dedication
Table of Contents
Acknowledgments
About the Author
Introduction
CHAPTER 1 A Brief History of Architecture and Level Design
BREAKING THE RULES OF LEVEL DESIGN
AN EXPERIENTIAL HISTORY OF ARCHITECTURE
Elements of Architecture and Level Design
Functional Requirements
Usability
Delight
The Beginnings of Architectural Sight Lines
Architecture as Representation in Ancient Mesopotamia
Architecture as Statement in Ancient Egypt
Spatial and Symbolic Relationships in Greek Architecture
Indian, Southeast Asian, and Asian Representational Architecture
Linear Experiences in Roman Architecture
Medieval Christian and Islamic Symbolic Architecture
The Renaissance Return to Human-Centered Architecture
Ornamental Reformations and Material Revolutions
THE HISTORY OF GAMESPACES
Physical Gamespaces and Architecture
Digital Gamespaces
WAYS OF SEEING FOR LEVEL DESIGN
SUMMARY
ENDNOTES
CHAPTER 2 Tools and Techniques for Level Design
LEVEL DESIGN GOALS FOR CREATING GAME EXPERIENCES
Adjustment of Behavior
Transmission of Meaning
Augmentation of Space
NON-DIGITAL LEVEL DESIGN TOOLS
Basic Drawing Techniques
How to Draw a Line
Contours and Line Weights
Drawing with References
Shading
Hierarchical Drawing
Types of Architectural Drawings
Plan
Section
Elevation
Axonometric
Perspective
Sketching and Journal Writing
Designing on Paper
DIGITAL LEVEL DESIGN TOOLS
CAD Programs
Digital Art Programs
Engine Primitives and Placeholder Art
3D Modeling Programs
LEVEL DESIGN WORKFLOWS
Form Follows Core Mechanics
Level Design Parti
Pacing Your Levels with the Nintendo Power Method
Iterative Design with Playtesting
Non-Digital Prototypes
Digital Prototypes with Whiteblocking
Modular Level Design
ENGINE-SPECIFIC METHODOLOGIES
Game Maker
Unreal Development Kit (UDK)
Source’s Hammer Level Editor
Unity
SUMMARY
ENDNOTES
CHAPTER 3 Basic Gamespaces
ARCHITECTURAL SPATIAL ARRANGEMENTS
Figure-Ground
Form-Void
Arrivals
Genius Loci
HISTORIC GAMESPACE STRUCTURES
Labyrinth
Maze
Rhizome
SPATIAL SIZE TYPES
Narrow Space
Intimate Space
Prospect Space
MOLECULE LEVEL SPACES
The Basics of Molecule Design
Spatial Types as Molecule Nodes and Edges
FORM FOLLOWS GAMEPLAY WITH PROXIMITY DIAGRAMS
HUB SPACES
SANDBOX GAMESPACES
Pathfinding with Architectural Weenies
Organizing the Sandbox: Kevin Lynch’s Image of the City
Landmarks
Paths
Nodes
Edges
Districts
CONSIDERATIONS OF CAMERA
3D Views
First Person
Third Person
2D Views
Side-Scrolling Space
Top-Down Space
Axonometric/Isometric Views
ENEMIES AS ALTERNATIVE ARCHITECTURE
SUMMARY
ENDNOTES
CHAPTER 4 Teaching in Levels through Visual Communication
TEACHING THEORIES FOR GAME LEVELS
Behavior Theory and Operant Conditioning
Montessori Method
Constructivism
SYMBOLS AND VISUAL DESIGN IN GAMES
Implementing Symbols in Games
Teaching with Symbols in Games
Introducing Symbols in First Levels
Symbols as Guides
Designing and Placing Symbols for Effective Communication
Basic Color Theory
Contrast
Framing
Rule of Thirds
ARCHITECTURAL FORMS AND TYPES
TEACHING GAMEPLAY THROUGH ADVERTISING METHODS
Demonstrative Advertising with Scripted Events and Triggers
Illustrative Advertising through Environmental Narrative
Associative Advertising as Deconstruction
CONTROLLING INFORMATION IN MEMORY PALACES
Certainty
Uncertainty
Risk
SUMMARY
ENDNOTES
CHAPTER 5 Introducing Emotional Level Design through Survival Instincts
SURVIVAL INSTINCTS AND PLAYER AVATARS
Maslow’s Hierarchy of Needs
The Problem of the Protagonist
Problem of the Protagonist as a Game Structure
Problem of the Protagonist in Individual Game Challenges
PROSPECT AND REFUGE SPATIAL DESIGN
Creating Paths with Refuges, Prospects, and Secondary Refuges
Prospects and Refuges in Architecture
Prospects and Refuges in Video Games
SHADE, SHADOW, AND SURVIVAL
Shade
Shadow
Negative Space
LOVING AND HATING HEIGHT
SUMMARY
ENDNOTES
CHAPTER 6 Enticing Players with Reward Spaces
THE PURPOSE OF REWARDS
Incentivizing In-Game Behaviors
Enticing Exploration
Creating a Sense of Curiosity
THE TYPES OF REWARDS IN GAMESPACES
Reward Vaults
Rewarding Vistas
Meditative Space
Narrative Stages
MAKING REWARDS EXCITING THROUGH DENIAL
Zen Views
Frank Lloyd Wright’s Hanna House
Religious Structures and Eastern Garden Design
Layered Walls
Oku
GOALS AND REWARD SCHEDULES
Long- and Short-Term Goals
The Rod of Many Parts
Reward Schedules
SUMMARY
ENDNOTES
CHAPTER 7 Storytelling in Gamespace
EXPRESSIVE DESIGN
Narrative Design and Worldbuilding
Narrative Worldbuilding in Games
MECHANICS VS. MOTIF
Narrative as a Generator of Design
Mechanics vs. Story Narrative
Mechanics vs. Gameplay Narrative
NARRATIVE SPACES
Evocative Spaces
Staging Spaces
Embedded Spaces
Resource-Providing Spaces
ENVIRONMENT ART STORYTELLING
Storytelling with Modular Assets
Environment Art and Cinematography
MATERIALITY AND THE HERO’S JOURNEY
PACING AND NARRATIVE REWARDS
The Dramatic Arc as a Pacing Tool
Rewarding Exploration with Embedded Narrative
Rewarding Exploration with Optional Narrative and Easter Eggs
SUMMARY
ENDNOTES
CHAPTER 8 Possibility Spaces and Worldbuilding
UNDERSTANDING IMMERSION AND PLAYER INDIVIDUALITY
The Immersive Fallacy
Player Personalities
ARCHITECTURAL PHENOMENOLOGY AND PLAY
EMERGENT SPACES
Emergence
Possibility Spaces
MINIATURE GARDEN AESTHETIC
Overviews
Overviews in Historic Games
Overviews in 3D
Tours
Possibility Space and Procedural Literacy
JAPANESE GARDEN DESIGN AND WORLDBUILDING
Points of View in Japanese Gardens
Scenic Effects
Sensory Effects
OFFERING EXPERIENTIAL CHOICE
Introducing Choice
Intelligible Choice
Shaping Choice, Risk, and Reward
Reward-Possibility Mazes
DEGENERATIVE DESIGN
SUMMARY
ENDNOTES
CHAPTER 9 Influencing Social Interaction with Level Design
EMERGENCE AND SOCIAL INTERACTION
LEARNING FROM URBAN EMERGENCE
Modernism and Non-Emergent Cities
Jane Jacobs and Mixed-Use Emergent Neighborhoods
Integrating Urban Design into Multiplayer Gamespace
THE IMPORTANCE OF SPAWN POINTS AND QUEST HUBS
Shaping with Spawn Points
Shaping Player Interaction with Quest Hubs
Enticing Exploration with Side Quests
HOUSES, HOMES, AND HOMETOWNS IN GAMES
SUMMARY
ENDNOTES
CHAPTER 10 Enhancing Level Design with Music and Sounds
THE ROLE OF RHYTHM IN GAMES AND BUILDINGS
Mood and Music
Rhythm and Interactive Sound
Rhythmic Entrainment in Games and Spaces
Varying Structural Rhythms
COMPLEMENTING LEVEL DESIGN WITH AMBIENT SOUND
2D Sound
3D Sound
ENHANCING GAMEPLAY EXPERIENCES WITH SOUND DESIGN
Sound as Gameplay Feedback
Sound as Reward
Sound as Narrative Indicators
SUMMARY
ENDNOTES
CHAPTER 11 Real-World Adaptive Level Design
WHEN MAGIC CIRCLES COLLIDE
Magic Circles Colliding through History
Games with New Contexts
Device as Dungeon Master
Magic Circle Game Typology
Pervasive Games
Augmented Reality Games
Alternate Reality Games
Low-Tech Public Games
ADAPTIVE GAME REUSE GOALS
Adapting Level Design Goals
Real-World Level Design Goals
Games That Enhance
Games That Pervade
Games That Rehabilitate
ANALYSIS FOR ADAPTIVE CORE MECHANICS
Site-Specific Core Mechanics
Rules for Social Intervention
SUMMARY
ENDNOTES
CONCLUSION
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