Level Design: Readability - Blendo News
During the level design process, I try to put a lot of emphasis on “readability.”
For me, readability comes down to: what information is the level conveying. Not all information is intended – sometimes the environment, lighting, layout, etc, will convey something the designer did not intend.
To be clear, I think unintended information is fine! I am a big believer in happy accidents. It’s one of my favorite things about game development.
Regardless, I feel it’s helpful to be aware of what the level is and isn’t saying. Here’s some thoughts on level design readability.
Context: this is largely about first-person & third-person games.
Wiggling the camera
Ultimately, the player is the camera person. The player controls where the camera is located and what angle it faces.
First-person Secrets, Brendon Chung, 2014
The player controls what they look at. But the level designer controls what there is to see.
So, a large amount of my time is spent asking: from a given point in the level, what can I see?
Is there a prop that blocks my line of sight to the hallway?
Does the oblique angle of that door make it almost invisible to the eye?
In practice, this results in me wiggling the camera. I’ll enter an area and see what I can see, wiggling the player around. I spend so much time wiggling…
To summarize: when you stand at a given spot…
what is behind the decision to make level element XYZ visible?
what is behind the decision to make level element XYZ hidden/obscured?
As a level layout becomes more complex (and perhaps populated with things that can no longer be changed for time/budget reasons), sometimes these decisions become unintended. That’s fine – I find it helpful to at least be aware of the decision’s existence.
This is largely why I spend so much time wiggling.
👀Example: 007 First Light
A nice bit of playfulness with player line-of-sight in IOI Interactive’s James Bond game:
https://bsky.app/profile/blendogames.bsky.social/post/3monwmxv4n22a
Ambiguities I
Let’s take another look at the image above:
So… is that a dead end? What’s going on there? Who knows.
All I know is that I’m wiggling around and it sort of looks like a dead end… but also sort of like a hallway…?
Some layouts can result in unclear spaces. Perhaps you intentionally want it to be ambiguous. Perhaps you don’t.
SPOILERS: it’s a hallway (that is difficult to see). Here’s how it looks from above:
I find it helpful to take the perspective of “fresh eyes.” Pretend you’re a new player. Imagine the millions of ways you’ll interpret and misinterpret the level layout.
👀Example: Thirty Flights of Loving
Here is a final version of a passageway from my game Thirty Flights of Loving:
Earlier iterations of this passage looked pretty similar to the above images of the blue hallway – ambiguous and difficult to read its intention.
Work was done to make this passage more clear. Some things to notice:
A. Light to draw the player’s eye.
B. Cutaway that gives line of sight to the adjoining area.
C. Angled corner to clarify this is a hallway elbow turn.
D. Elevation change to communicate the boundary of a separate area.
E. Texture change to communicate the boundary of a separate area.
Do you need to do all of this stuff? No! Every layout has different needs. Part of the fun of level design is feeling out what works where.
Ambiguities II
Another common ambiguity is: can I traverse that?
QUESTION: which gaps here are wide enough for the player to slip through?
ANSWER: do you want the player to be asking this question? Is “guess which passage is wide enough for me fit through” an intended challenge in your game?
Something I think about is:
There are challenges we design for the player to encounter.
And, there are challenges we unintentionally/accidentally create.
Our game Skin Deep is a stealth-action game. The game puts a lot of decisionmaking on the player’s plate. So, we had to pick and choose what challenges to intentionally not include, in order to make a more focused experience.
👀Example: Skin Deep metrics
One way we approached this is metrics. This is an example of our Skin Deep metrics document:
(If you have Skin Deep, you can play the free ‘Mod Museum’ behind-the-scenes level that has a section about our metrics)
Basically: we didn’t want traversal to be a guessing game. Instead, we wanted traversal to be intuitive and straightforward – you enter an area and can (ideally) instantly identify what is climbable, what areas you can fit into, what are the exits, etc.
To achieve this, we agreed on a set of consistent metrics.
Ambiguities III
In addition to standardized metrics/sizes, we also had a short list of “forbidden architecture.” These are specific architectural layouts that were fundamentally...