Abstract | ||
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Levels are the space where a player explores the rules and mechanics of a game; as such, good level design is critical to the game design process. While there are many broad design principles, level design is inherently genre-specific due to the wide variety of rules and types of challenge found between genres. Determining genre-specific design principles requires an in-depth analysis of games within the genre. We present such an analysis for the 2D platformer genre, examining level components and structure with a view to better understanding their level design. We then use this analysis to present a model for platformer levels, specifically focusing on areas of challenge. Our framework provides a common vocabulary for these items and provides level designers with a method for thinking about elements of platformers and how to compose them to create interesting and challenging levels. |
Year | DOI | Venue |
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2008 | 10.1145/1401843.1401858 | Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games |
Keywords | DocType | Citations |
level design,game analysis,good level design,level designer,platform games,game design process,broad design principle,platformer genre,genre-specific design principle,game design,level component,in-depth analysis,platformer level | Conference | 28 |
PageRank | References | Authors |
2.36 | 3 | 3 |
Name | Order | Citations | PageRank |
---|---|---|---|
Gillian Smith | 1 | 369 | 28.59 |
Mee Cha | 2 | 54 | 3.65 |
Jim Whitehead | 3 | 448 | 31.30 |