In the spirit of Blocktober, I interviewed professional level designer Max Pears as he shares some level design tips during pre-production phase. This is a snippet from the interview - https://www.youtube.com/watch?v=oGr49P0_BWI&list=PLs_yJ-RML1Ye4bvAIXrjQTQ6u_fFfE2FI&index=0
The goal of this level design was to create a level where I do have as much controll as possible (for a first person game) over the viewing direction of the player. How can ýou introduce an enemy or make the player look at the goal of his journey? Or how can I force the player to walk along a certain place, but without making him feel forced by the game?
My first idea was a bridge or something, but this would have been to linear and less flexible. A path between rocks and boulders would highly decrease the possibility to look far and is not flexible as well.
Finally I came up with this idea of a swamp. The player can´t walk straight through the water, but there could be some kind of wooden path, a jetty maybe. It allows much flexibility since you could place them whereever you want. Still, you´re free to see for a huge distance. While the player walks down the jetty, you can be sure that he will -maybe after a short time of observing the environment- look straight froward. Now we are able to present any type of game element we want and be sure the player won´t miss it.
In my case I made the level dark and placed a mausuleum with a laterne far away. The player still have the opportunity to take the jetty which leads right away from the main path but it´s likely that he will walk to the light.
What do you think? Will this work or not? Feel free to comment!