The following tutorial is the third and final part of a 3-part tutorial series for single player level design. It is focused on pacing, gameplay beats and how to structure your level design narrative storytelling to a cohesive gameplay experience. The series was written and contributed to World of Level Design by Pete Ellis, a level designer at Guerrilla Cambridge game studios.
In this tutorial you will learn:
- How to combine gameplay beats, pacing, level difficulty and storytelling narrative into a cohesive single-player level design experience
- One thing that will help you craft level design combat gameplay sections within the narrative of the game
- Level design pacing examples from Naugty Dog's Uncharted 2: Chapter 6 - Desperate Times
- How to change things up so every level doesn't follow the same pacing pattern
- What to do with middle sections of your levels to keep the player engaged and interested
- How to use contrast to improve gameplay pacing
- Creating "calm before the storm" moments
- Setting up main battle sequences
- How to break up boss battle sequences into multiple parts
- Creating intensity through dramatic sequence set pieces rather than combat
- Establishing and rewarding a boss battles
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