Level designers are responsible for creating the environment in which everything goes in, it’s probably going to be the first thing the player sees and takes interest in. The process the designer goes through will change depending if it is for the single player or multiplayer part of the game. If it is multiplayer it is likely they will concentrate on the core elements and layout before focusing on then art side of the level. They will also try and create a variety of different levels so everything is unique.
When creating a single player level, they will have to create the level based on where they are in the story and the brief they have been given. Which will include, which kind of style it will be, where it will be, what happens etc. If it is a scary level, they will have to create something which will usually be dark, limited lighting, tight corridors and places for characters to jump out. They will have to guide the player to a certain point, so some doors will have to be closed for example, while a room will be open with something interesting inside, usually with a light source to draw the player in.
The colour pallet and lighting will be a big part of creating the atmosphere for a level. Bright and bold colours will give a feeling of warmth and happiness. Whilst dark less saturated colours will give a scary and grim feeling, which means the player will be more cautious.
Like any part of the game design process, level designers will have to fit their levels around the genre of the game, for example a kids game will probably have simple level structure, with a friendly colour pallet and bright lighting. Whilst a shooter game is likely to have realistic environments, like warn torn city’s, lots of places for the player to take cover and a more complex layout.
The game levels must match with the overall style of the game, but also make the player believe that the world could exist, this can be done by using a realistic setting and adding objects and buildings which are unique to the game.
Game designers will often go through a lengthy research process, no matter how talented someone may be, real life references are always useful to the designer. Little details on objects, buildings and textures may be overlooked if created straight from the imagination. If the designer was briefed to create a level based on a certain town in a certain country, they will likely go to the place. They will explore, take photos, pay attention to the layout, textures, buildings etc.
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