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Level (video games)

arts Maturity 7-9 Next article →

{

"text": "In the world of video games, a level is a specific space where a player works to complete an objective. Depending on the context, these spaces might be called maps, missions, stages, courses, zones, or rounds.

Edge (video game) level layout
Edge (video game) level layout

Levels are essential because they provide players with clear goals and enjoyable experiences. Most games use a system of increasing difficulty to keep players interested over long periods. Some levels are part of a larger, linear world, such as the Green Hill Zone in the Sonic the Hedgehog series. Other levels might be designed as jumping puzzles, which act as obstacle courses where players must judge distances between ledges.

Nexuiz screenshot 05
Nexuiz screenshot 05

\n\nLevel design, also known as environment design, is the professional discipline of creating these locales and missions. This process usually begins with concept art, sketches, renderings, or even physical models. Once the vision is set, designers use a level editor to transform these ideas into digital realities. A level editor is specialized software used to build these virtual worlds. Some editors are standalone packages that rival professional 3D modeling software. Other games include built-in editing tools that allow players to create their own content.

Warzone 2100 - EditWorld - 1
Warzone 2100 - EditWorld - 1

\n\nThe actual construction of a level involves many detailed steps. Designers first lay out large-scale features like hills, cities, rooms, or tunnels. Next, they determine environmental conditions, such as weather, time of day, and scoring systems. They must also specify non-static parts, including doors, keys, buttons, and teleporters. Designers place specific entities, such as player units, enemies, coins, and save points. Finally, they add aesthetic details like textures, lighting, music, and animation. They even place pathfinding nodes, which are markers that tell non-player characters how to walk and react to the player.\n\nHistory shows how much this profession has evolved since the 1970s. In the early days, a single programmer often developed both the game and its layouts. A dedicated level designer role did not exist during that era. Early games often used ascending difficulty rather than complex stories. For example, the 1978 arcade game Space Invaders featured repeating levels that simply became harder. In contrast, the 1981 game Donkey Kong used distinct levels to progress a storyline. In that game, Mario must complete different stages to rescue Pauline from Donkey Kong. By 1983, games like Lode Runner began shipping with level editors, allowing for more user creativity.\n\nDesigners use specific techniques to manage \"flow control,\" which directs players toward their goals. This prevents players from feeling confused or idling for too long. One common method is placing power-ups or items so that collecting them leads the player in the correct direction.

Yellow paint in video games
Yellow paint in video games

Designers also use lighting, illumination, or brightly colored objects to guide the way. Some modern games use yellow paint on walls to indicate paths, though some critics find this unsubtle. In \"stuffed\" or crowded environments, designers might use obstacles or decorative props to point toward clear paths. In Real-Time Strategy games, terrain and resource distribution are used to draw players out of their bases to engage in combat.\n\nAs hardware has improved, the way levels load has changed significantly. Older hardware often required loading a single level and all its assets at once. This resulted in loading screens that interrupted the gameplay. Modern hardware, such as solid-state drives (SSDs), allows for a technique called level streaming. This process continuously loads new assets, like textures and audio, into memory as the player approaches a new area. This creates a seamless experience that feels like one interconnected world. To help the hardware, designers sometimes use \"loading tunnels," which are areas where the player's view is restricted to give the system time to load. \n\nLevel designers are specialized game designers who focus on these environments and scenarios. They often work from the pre-production stage all the way to the final completion of a game. While they use level editors, they often work with placeholders or prototypes to ensure the layout is consistent before artists create the final visuals. In recent years, the role has become more specialized. Tasks are now often divided among experts in visual design, structural design, and gameplay mechanics. This teamwork ensures that every level is both beautiful and functional for the player.",

"media": [

"File:Edge (video game) level layout.png",

"File:Nexuiz screenshot 05.jpg",

"File:Warzone 2100 - EditWorld - 1.jpg",

"File:Yellow paint in video games.svg",

"File:TIDE Tile Map Editor Thumb 01.png"

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🖼️ Images & Media (6)
File:Edge (video game) level layout.png
Edge (video game) level layout.png
File:Dromfaret levels.jpg
Dromfaret levels.jpg
File:Nexuiz screenshot 05.jpg
Nexuiz screenshot 05.jpg
File:Yellow paint in video games.svg
Yellow paint in video games.svg
File:TIDE Tile Map Editor Thumb 01.png
TIDE Tile Map Editor Thumb 01.png
File:Warzone 2100 - EditWorld - 1.jpg
Warzone 2100 - EditWorld - 1.jpg
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