FRANK F. WRIGHT III
Level Designer
Development
A look at the design process
Process & Pre-Production
Research
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I like to start my research with the game mechanics, so I gain a solid understanding of the mechanics and existing levels within the game. Especially if it a game I have not played before. For this project, that was playing the Lyra game (UE5 starter project)
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Determined the Mechanics and metrics that would need to be considered with designing the level
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Lyra at the time, had few weapons choices and no snipers. So with having no snipers and no plans seen of adding them, I did not spend time planning snipping sight lines or special areas.
Level Design Document
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After doing a bunch of research on the gameplay and mechanics, I start to think about the level I want to create. This is the ideation phase, where I think about the possibilities of what the level could be.
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This is about establishing the constraints of the level (Narrative, environment, location, available mechanics, etc.).
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This is the best time to continue research and find references. This research helps influence design decision as well come up with new ideas!
Layout (Whiteboard)
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Currently, I like to start creating my layout on a whiteboard, which had a lot of flexibility in examining the layout and making changes easily.
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Once I have an interesting layout, I create a quick whitebox (Step 4) to examine the layout and get a feel for it.
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After that I return to the whiteboard layout to make changes and iterate before creating a more official Paper map.
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There's a reasonable expectation that not everything in the initial layouts will feel great, and that it will have to be iterated on.
Build Quick Blockout
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This step was a bit described in the previous step.
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The creation of this initial whitebox was relatively quick for the overall large size. Building something quickly for the initial Blockout is my goal.
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The overall length of the level is near 25,ooo unreal units, and consists of multiple layers (floors). It was the most challenging space to make so far with, a large scale and multiple layers.
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Initial Blockout completed within in roughly 24 hours.
Paper Mapping
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Experimenting with creating the layout with the whiteboard iteration, helps me having a more concrete layout for my paper map.
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Once I got to this point, It's more about planning weapon, ammo, health placements, etc. As well as playtesting those ideas, and iterating on them. You can find me playtesting a lot on my own, even before it gets to the real playtesting.
Feedback
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Playtesting with others for this was a bit limited at the time, but I was able to get an amazing dev friend to playtest with me, and I got really useful feedback from him.
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That feedback ended up reshaping the area leading up to control point (Helipad), as well as other sections.
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Once I got the feedback, I was able to go back to those areas and iterate on the design for those specific parts.