Newbie Mistakes – Part 1

For a faster start to learning as a level designer, I analyzed common mistakes made by beginners, with examples and solutions.

I also write about such patterns, the announcement of free articles and common mistakes in my telegram channelI also store articles on websitewhere you can also read game reviews from the perspective of a level designer.

Mistake 1 – Colliders

Colliders for objects that are too large or too small generally have a negative effect on the perception of the level. In some places, very inconvenient passages may appear due to incorrectly configured colliders.

Based on project requirements, some objects may actually have a larger collider. However, in most cases the collider should be proportional to the object.

In addition to size, the shape of the collider is also important. Let's say there is no point in placing a cubic collider on a barrel because of the sharp edges that will interfere with traversing the object.

Solution: Fit the collider to the object, including the size and shape of the object. Also, don’t forget about optimization and don’t go overboard with the number of polygons in colliders.

Error 2 – Availability indication

The player should be able to interact with the door at first glance. If this must be determined empirically, then this is a very annoying factor. It is necessary to create and follow a template that shows the accessibility of passage behind a certain door.

In the left example, both doors are the same, but the player does not understand which one opens and which one is closed.

In the right example, the door that should never be opened is boarded up, preventing the player from even approaching it.

It would be even better if there was an indicator on the doors, you can hang one on almost every door, but this will greatly help the player, and the colors most often indicate:

  • Green, open.

  • Red, closed.

Error 3 – Level verticality

Insufficient verticality greatly affects the depth of locations. Without verticality, the location will look like scenery on one plane. Even if verticality is not required from a gameplay perspective, it can be used as a decorative element.

Verticality also allows you to use all the possibilities of movement (climbing / descending / jumping), which makes the passage more interesting.

Example:

  • There is no difference in heights throughout the entire section; some of the movement (ascent/descent/jumping) is of no use.

  • There is a minimal difference in heights, and now even simple movement becomes more interesting for the player.

Mistake 4 – Object Dimensions

Different Scales of the same object in different places greatly disrupt the perception of the world, so this solution is usually not recommended for most objects. This is especially noticeable for functional objects and those that are often used within one location (frames, doors, etc.).

An exception may be vegetation or very distant background objects. For example, the difference in the size of trees and mountains is perceived quite well, especially in combination with a turn.

Error 5 – Level Linearity

One of the mistakes is excessive linearity of levels. Even in linear games, the location does not consist of a linear tunnel.

The easiest way to solve this problem is to add small branches that add variety to the exploration without negatively impacting the narrative and pacing of the game.

Adding small dead ends or alternative routes will make the situation much better than a single long tunnel. What can you use for variety?

  • Alternative way.

  • The path to the treasury.

  • Area with narrative notes.

  • Various platforms, including observation points.

The most important thing is to find a balance between linearity and variety of branches.

Mistake 6 – Difficulty Balance

The wrong balance between combat, exploration, and location-based action can completely ruin the overall experience of the game. This also includes the lack of safe zones.

Locations where several battles follow one after another or, conversely, there is only exploration for a long time, can quickly get boring for players. The location should have a balance between the main mechanics (exploration, puzzles, combat, etc.).

It is also important not only to alternate mechanics, but also to take into account their duration or intensity. For example, after long and fast fights, it is necessary to have a simpler pace of the game: exploration or safe zone, otherwise this segment will be tiring.

Mistake 7 – Having a Variety of Objects in the Scene

To increase the variety of a scene without using a large number of objects, changing the angles of objects is most often used.

Beginners often skip this step, but if these objects are located nearby, rotation can create the impression of a new variant of the asset, thereby improving the perception of a group of objects.

It is also important to note that not all objects can be rotated. Some of them may:

  • Have visually significant sides.

  • Have only one part detailed, while the other part is missing due to optimization.

  • Be symmetrical or specific, preventing the subject from being shown from a different angle.

In addition to turns, the following can be used:

  • Changing the size of objects. You need to be careful here: a large number of identical objects with different scales may conflict. It is also important to respect the boundaries of object proportions.

  • Changing the texture of objects. For example, you can use buildings with different roof colors.

Mistake 8 – Using one camera

Using a single camera when designing levels does not allow the designer to evaluate the location from the player's point of view. By single camera we mean the Editor or Scene camera.

For faster and more accurate work, it is recommended to use a second camera, which the level designer can move as needed. It allows you to look at the location through the eyes of the player, as well as immediately evaluate the perspective of some elements of the location, their readability and effectiveness.

Without the use of a camera from the “player's eye,” edits will be made much later than they could have been.

Mistake 9 – Invisible walls

Invisible walls are one of the most annoying things in games and one of the worst solutions for locations. The reasons for using invisible walls are usually less significant compared to their negative effect on gameplay. The solution to this problem is quite simple – replace the invisible wall with a visible one, and even better if it is narratively justified in the context of the game.

In addition to visible and invisible walls, there is another way to limit space – creating conditions in a certain area. For example, when entering a zone, the player may take damage or experience other effects. The same restrictions apply to level boundaries.

Examples:

  • Mad Max – when leaving the boundaries of the location, the player receives damage from the storm.

  • GTA San Andreas – when trying to get to another city, the player immediately receives a high wanted level, which prevents him from exploring the location.

  • Hogwarts Legacy – Uses invisible walls at the borders of a location, which is an example of poor border implementation.

Mistake 10 – Diversity of levels

Too identical or, on the contrary, too diverse segments of locations within the same level have the same negative impact on the design. Players will quickly get bored with locations that are too repetitive. For example, if the same room is repeated throughout the entire level, it gives the impression of a cheap and uninteresting design.

It is better to use a variety of biomes, types of environments and visual compositions so that sections of locations do not look monotonous and, as a result, boring.

It is important to maintain a balance in order to avoid excessive diversity, which destroys the integrity of the world. For example, if each location is significantly different from the previous one and there is no connection between them, it will feel like the player is moving through portals to completely different locations.

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