Written By Duane Beckett
Any game with structured content is obviously designed. Yet, design is only a stepping stone leading to play-testing. It’s only when you’re playing that you’ll know if your design functions. Even the meaning of the word function cannot be honestly used in level design. The truth is that every level must be more than mere function; a functioning level just won’t do.
My Escape is currently in development on a project called Krong. It’s physics based, so level design must compliment gravity along with every prefab built for the game. All this is theory, but it’s where I currently sit. In the downtime, I have penned multiple levels, but how do I know whether an interesting layout will equal fun?
My plan has been to design all levels based upon a simple equation; direction + (motivation + excitement) = fun.
• Direction through the natural pull of gravity, level structure and point placement.
• Motivation by creating optimal routes that use sequential game mechanics resulting in “what if?” moments.
• Excitement through velocity, challenge and ratings.
What I can say, however, is that when visualizing the level, it feels interesting to me. Whether these elements really bring fun is unknown right now. Until I test all these designs thoroughly, they could simply be kindling.







