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All materials written during classes and activities are in English.
E1. Demonstrate knowledge of the history of video games and analyze the reference video games with arguments based on evaluation criteria contextualized in the historical and cultural framework.
E2. Design the mechanics, rules, structure and narrative of video games following the criteria of gameplay and balance to provide the best possible gaming experience.
E3. Identify the type of player and design the game experience according to its psychological characteristics.
E4. Design a game and its monetization, taking into account the different parameters and variables that govern the business model of the product.
E5. Write the specifications of a game and communicate them effectively to the team of artists and developers and other members involved in the creation and development of the game.
G1. Demonstrate having and understanding advanced knowledge of their area of study that includes the theoretical, practical and methodological aspects, with a level of depth that reaches the forefront of knowledge.
G2. Solve complex problems in their field of work, by applying their knowledge, developing arguments and procedures, and using creative and innovative ideas.
G3. Gather and interpret relevant data (usually within their area of study) to make judgments that include reflection on relevant social, scientific, or ethical issues.
G4. Communicate information, ideas, problems and solutions to a specialized and non-specialized audience.
T1. Communicate in a third language, preferably English, with an appropriate level of oral and written communication and in accordance with the needs of graduates.
T2. Work as a member of an interdisciplinary team either as an additional member or performing management tasks in order to contribute to developing projects with pragmatism and a sense of responsibility, making commitments and taking into account available resources.
Level Design prepares students for one of the most common and important professions in the video game development industry.
They will learn to generate quality playable content by meeting requirements previously designed in design documents.
Some specific faculties to highlight that will develop during the subject are:
Introduction to level design basics
LDD (Preproduction Blueprint)
2D platform level design framework (CCST)
3D Combat-multiplayer LD
Player guidance
boss design
Levels tutorial
Puzzles
Balancing & Game feel (UX)
Playtesting
Structure, Pacing & Flow
rewarding
Architectural and theme park
Secret places
Procedural narrative
The grade of each student will be calculated according to the following percentages:
Final grade = A1 0,2 + A2 0,2 + A3 0,3 + A4 0,3
Considerations:
Recovery:
Salmond, M. (2021) Video Game Level Design: How to Create Video Games with Emotion, Interaction, and Engagement. Bloomsbury Academic
Totten, C. (2019) An Architectural Approach to Level Design. AK Peters/CRC Press.
Galuzin, A. (2016) Preproduction Blueprint: How to Plan Game Environments and Level Designs. CreateSpace Independent Publishing Platform.
Brenda Brathwaite and Ian Schreiber, Challenges for Game Designers, Cengage Learning; 1 edition (August 21, 2008)
Scott Rogers, Level Up !: The Guide to Great Video Game Design, Wiley; 2nd edition (April 28, 2014)
Tracy Fullerton, Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition, AK Peters / CRC Press; 3rd edition (March 5, 2014).
Level Design for Games: Creating Compelling Game Experiences; ADDISON WESLEY LONGMAN INC DIV PEARSON SUITE 300; 1st edition (February 16th, 2006)