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Level Design Sessions - Agate International

I was contacted by Agate International to conduct a workshop for their students and I was asked to cover these 4 topics.

  • Introduction to level design

  • Puzzle design

  • Storytelling through spaces

  • Non-linear level design

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I wanted to improve my skills as a mentor and my ability to speak to a larger audience as I am a very introverted person. It was a great experience for me to interact with the kind and smart students at Agate International and had the opportunity to share a few insights from my humbly limited experience. 

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I was inspired to do this by amazing and inspirational industry-leading level designers like Ryan Smith (Design Den), Steve Lee (Youtube), Max Pears (Youtube), and Iuliu-Cosmin Oniscu (Medium). I look up to these designers for their ability to communicate and pass on knowledge to enrich the community. Similar to many level designers within the community, I am thankful for their efforts and hopefully one day contribute more from my side as well. 

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Level Design Basics & Practical learning

Session was focused on

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  • Level & Level Design

  • Role of a Level Designer

  • Job of a Level Designer

  • Spatial Design

  • Experience Design

  • Level Design Analysis

  • Exercise and Reading Material

Level Design Intro

Puzzle Design

Session was focused on

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  • Puzzles outside of games (Crossword, Rubik's cube, Jigsaw etc.)

  • Anatomy of a Problem (How a player reads a puzzle setup)

  • Nature of a Solution (How a player arrives at a solution)

  • What makes a bad puzzle

  • Methods of designing puzzles

Puzzle Design

Storytelling through Spaces

Session was focused on

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CHAPTER 1 – STORY - TELLING

  • Difference between “Story” and “Storytelling”

  • “Level Design” vs “Narrative Design” vs “Game Design”

  • Emergent Narratives vs Linear Narratives


CHAPTER 2 – TOOLS OF STORYTELLING

  • Emotion

  • Empathy

  • Expression

  • Engagement

  • Immersion


CHAPTER 3 – TELL A STORY

  • Exercise in storytelling

  • Reading material & resources

Non-Linear Level Design

Session was focused on

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  • Linear vs Multi-path

  • Open world

  • Procedural

  • Multiplayer maps and movement flows

  • Playgrounds

  • Balancing & Readability

  • Quantity of choices vs Quality of choices

  • Exercise

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