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  • 執筆者の写真Wu Guanyu

2.What is a Level Designer?

This is the summary of Emilio Padulo's Level Design Master Class.


· Architect

· Protector

· Guide

· Composer

· Artist

· Narrator


1. Architecture

· They create the space of gameplay.

· Need to have architectural accuracy.

· Everything must feel like a great visual representation.

· Prototyping concepts to see what makes sense and fits well.


2. Protector

· Communicate with all departments.

· Pacing between all the levels that effect the game.

· Balance, not too difficult or too easy.

- OCR: Objective, Challenge, Reward.

· Create goals and objectives and sure they are respected.

· Provides for the level in anyway possible, giving the user all the tools to defeat it.


3. Guide

· Show, not tell.

· Using objects to help the player navigate through the level.

· Designing key dominants to pull the player into the direction they want them to go using compositions.


4. Composer

· Creates the level composition.

· Paints a picture.

· Balance all ingredients.

· Influence the player’s dicision based on Mise en Scence.


5. Artist

· Create an immersive feeling that the player can enjoy.

· Showcase the most importance details without saying too much.

· Propering uses color contrast and theory.

· Psychologist in their use of color psychology to induce certain feelings to the player.


6. Narrator

· Pulls the player into the story

· Breaks up important parts into acts, or mall bir size doses for the player.

· Proper use of a timeline sequence.

· Environment.

· General Universe.

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