10.1 Level Design

Big Ideas for this lesson 
Guiding Questions          
Recommended Games     
There can be varying levels of challenge in a game.

Challenge keeps the players motivated and engaged.
What are some things to look for when a player is playing your game that let you know the game is too hard, too easy, fun or boring? A Question of Bravery

Do Not Pass!

What's on for today:

In this lesson students are challenged to create a game that a player brand new to Gamestar Mechanic would find challenging but fun to play.

What you need:

-Multiple copies of “Playtester feedback worksheet” per student

What's attached:

-Playtester feedback worksheet


Total; 1 hour

Design - 30 minutes
Playtest and Iterate - 30 minutes

30 minutes

1. Factory 7 from planet Gamestar has announced a call for entries. Each game design school wants to add some games to its collection. The competition requires that all games have the following features:

    The game must have 3 levels that increase in difficulty.

    The first level must be easily beatable, but still fun.

    The final level should be hard, but also beatable.

2. The game should introduce a key concept of the Gamestar Mechanic school where the game will be found. The four game design schools found in Factory 7 are:

Naviron the Adventure School: features top-down, multi-level maze games.

Altair the Platformer School: features platformer spaces and lots of jumping.

Acheron the Action School: features the blasting mechanic and spaces full of enemies.

Karakuri the School of Experimentation: features complex wraparound spaces.

3. Students can work individually or in teams to create games that meet these criteria.

4. Make sure they think carefully about the title of their game, and encourage students to use the game description and intro and outro screens to give players information on how to play and beat their games, as well as to offer some narrative flavor related to their chosen schools.

Playtest and Iterate
30 minutes

1. Have each student playtest their game with at least two other students.

2. Designers should get feedback from the playtesters based on the following questions:

Are the levels too easy or too difficult for a newbie?

Are the levels increasing in difficulty in ways that express something about the district they will be played in?

Is the game beatable but still fun?

How did it go?

Did the students create games with new players in mind?

Did they create games that were beatable but still fun?

Did they learn about ways of determining if a game is too hard or easy for the player?

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Jan 4, 2011, 8:24 AM