Post Wed Jul 21, 2010 3:43 pm

Philosophy of Level Design

These are my opinions. There is no way to measure their validity objectively.

There are three tiers of level design. A certain degree of proficiency at each stage is necessary to allow progress in the next. Therefore, success within any tier is necessarily limited by abilities at lower levels. Complete mastery of any tier is impossible, but skill will be honed over time.

The third and lowest tier is Mastery of Technique. This involves being able to use the available tools effectively. Most designers' earliest maps reflect their work to master the fundamental tools within the editor. Progress is fastest in this tier. Basic skills allow exploration of the second tier.

The second tier is Mastery of Principles. Principles are the concepts behind what makes a quality level. At this stage, designers begin to develop maps that are enjoyable to play. Some quickly begin experimenting with the first tier of design, while others never take an interest in it.

The first tier is Mastery of Style. Here, it is all about nuance. Everything a designer includes or omits from a level is a specific choice aimed to steer a level toward a desired effect. At this stage, a designer's work reflects his or her personal views, not just principles of design. Every detail, even the smallest, matters.

I believe this progression is easily observable within each level designer's body of work. I think a similar pattern is present is gameplay ability, although it's much more difficult to judge when compared to the concrete timeline level files provide.