Friday, April 21, 2023

Ten Principles for Good Level Design [VIDEO SUMMARY]

In this 2013 GDC session, Dan Taylor, a level designer at Square Enix Montreal, shares his insights on how to create world-class levels. He provides a Ramsian-style breakdown of the art and science of level design, distilling it down to a set of fundamental principles for innovation, engagement, and immersion.


Taylor begins by emphasizing the importance of understanding the player's experience. He suggests that level designers should put themselves in the player's shoes and design levels that cater to their needs. He also stresses the importance of creating a clear objective for the player to achieve and providing them with the tools to accomplish it.

The first principle Taylor discusses is "flow." He explains that good level design should provide a seamless and intuitive experience for the player. This means designing levels that guide the player's attention and movement, avoiding any unnecessary obstacles or distractions.

The second principle is "contrast." Taylor suggests that levels should have a variety of elements, including lighting, sound, and color, to create a sense of contrast and interest for the player. He notes that contrast can be used to guide the player's attention and highlight important elements of the level.

The third principle is "relevance." Taylor explains that every element in a level should have a purpose and contribute to the player's experience. This means avoiding any unnecessary or irrelevant elements that could detract from the player's immersion.

The fourth principle is "surprise." Taylor suggests that good level design should include unexpected elements that surprise and engage the player. This could include hidden areas, secret paths, or unexpected enemies.

The fifth principle is "repetition." Taylor notes that repetition can be used to reinforce the player's understanding of the level and its mechanics. This means using similar obstacles or challenges throughout the level to create a sense of consistency.

The sixth principle is "feedback." Taylor emphasizes the importance of providing the player with clear feedback on their actions. This could include visual or audio cues that indicate progress or success.

The seventh principle is "challenge." Taylor suggests that levels should be challenging but not frustrating. He notes that good level design should provide the player with a sense of accomplishment and reward for overcoming obstacles.

The eighth principle is "balance." Taylor explains that good level design should provide a balance between challenge and reward. This means designing levels that are not too easy or too difficult, but provide a sense of progression and achievement for the player.

The ninth principle is "pace." Taylor notes that good level design should have a sense of pacing that keeps the player engaged and interested. This means designing levels that have a variety of challenges and elements that keep the player moving forward.

The final principle is "polish." Taylor suggests that good level design should be polished and refined, with attention to detail and a focus on quality. This means testing and iterating on the level design to ensure that it provides the best possible experience for the player.

Overall, Dan Taylor's Ten Principles for Good Level Design provides a comprehensive and insightful overview of the art and science of level design. His Ramsian-style breakdown distills the key elements of level design into a set of fundamental principles that can be applied to any game or genre. Taylor's emphasis on the player's experience and the importance of clear objectives, flow, and feedback provide valuable insights for anyone interested in creating engaging and immersive levels. The talk is well-presented and easy to follow, making it a valuable resource for both novice and experienced level designers.