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Syllabus

Video Game Level Design Bootcamp

We will learn design theories applied to video games. We will address pacing and rhythm in the design of levels, verticality and exploration in navigable space, as well as the design of spaces for stealth and exciting encounters. In the design of multiplayer levels, we will analyze flow and connectivity, map balance and the creation of dynamic points of interest. We’ll also compare Unreal Engine and Unity for level design, highlighting the advanced use of BSP and Static Meshes, as well as ProBuilder. Finally, we will learn prototyping techniques and efficient blocking out in Unreal and Unity to optimize our workflow.

Applied Design TheoriesPacing and pacing in level design
Verticality and Exploration in navigable space
Design of Spaces for Stealth and Encounters
Multiplayer Level DesignFlow and connectivity in multiplayer levels
Map balancing: Symmetrical vs. asymmetrical layouts
Creating Points of Interest and Dynamic Hotspots
Tools & TechnologiesComparing Unreal Engine and Unity for Tier Design
Advanced BSP vs. Static Meshes
Advanced use of ProBuilder and Static Meshes
Efficient prototyping and blocking out in Unreal and Unity

We’ll explore Unreal Engine and Unity tools. At Unreal, we’ll focus on advanced blueprints and visual logic, as well as lighting and materials for level designers. We will also address optimization and performance to ensure efficient projects. In Unity, we’ll dive deeper into advanced C# scripts and visual logic, as well as lighting and level design materials. We will also focus on optimization and performance to ensure optimal performance. In addition, we will learn rapid prototyping techniques, including whiteboxing, rapid iteration, and adjustment based on player feedback on both platforms. These skills will enhance our ability to develop high-quality games on both engines.

Unreal Engine ToolsAdvanced Blueprints and Visual Logic
Lighting and materials for level designers
Optimization and performance in Unreal
Unity ToolsAdvanced C# scripts and visual logic
Lighting and materials for level designers
Optimization and performance in Unity
Rapid PrototypingWhiteboxing and its importance in the workflow
Rapid iteration techniques with Unreal and Unity
Testing and adjustment based on player feedback

We will see different types of levels in video games. In combat levels, we’ll learn how to design effective arenas and combat spaces, balance encounters and checkpoints, and implement cover systems for dynamic gameplay. In stealth levels, we’ll create routes and options for the player, leveraging lighting and sound, and integrating surveillance patterns and AI to challenge the player. In exploration levels, we will differentiate between open and linear worlds, design points of interest and rewards, and facilitate the player’s navigation and orientation. Finally, in puzzle levels, we will structure puzzles, integrate specific mechanics, and consider their narrative impact.

Combat LevelsArena and Combat Space Design
Balancing Encounters and Control Points
Implementation of Coverage Systems
Stealth LevelsCreating Paths and Player Options
Using Lighting and Sound as Game Elements
Integration of Surveillance Patterns and AI
Exploration LevelsOpen vs Linear World Design
Creating Points of Interest and Rewards
Player Navigation and Orientation
Puzzle LevelsPuzzle Structure and Progression
Integration of Specific Mechanics and Tools
3D Puzzle Design and Their Impact on Narrative

We will learn playtesting and publishing strategies. We will organize testing sessions to obtain data and feedback, then analyze this information to guide the iteration of our project. On the post and community side, we’ll identify suitable platforms for public testing, engage with the community to gather feedback and suggestions, and use this feedback to make updates that improve the user experience. These practices will allow us to refine our projects and build positive relationships with the gaming community, ensuring a successful launch and active participation in the gaming community.

Playtesting StrategiesOrganization of Testing Sessions
Data Analysis and Feedback
Iteration based on User Feedback
Publishing and CommunityTesting Publishing Platforms
Interaction with Communities and Collection of Opinions
Updates Based on Community Feedback

We will look at environmental storytelling and mission design in video games. We will integrate the story into the spatial design, using dynamic narrative elements to immerse the player. We will create events and quests that impact the narrative of the game. In mission design, we’ll develop structures for main and side missions, incorporating pivot points and climax moments to keep the player engaged. In addition, we will implement narrative feedback and rewards to enrich the player experience and motivate their active participation in the game’s plot. These techniques will improve immersion and player satisfaction.

Environmental StorytellingIntegrating History into Spatial Design
Use of Dynamic Narrative Elements
Creating Events and Missions with Narrative Impact
Mission DesignStructure and Development of Main and Secondary Missions
Turning Points and Climaxes in the Level Narrative
Narrative Feedback and Rewards

We will address scripting and automation in video game development. We’ll use blueprints in Unreal Engine to create visual logic without programming. In Unity, we’ll become familiar with C# to develop complex, custom systems. In addition, we will learn how to automate repetitive tasks to improve efficiency in development. These skills will allow us to streamline processes, optimize workflow, and focus on creativity and iteration instead of tedious tasks, thus improving the quality and development time of our games.

Scripting and AutomationUsing Blueprints in Unreal
Using Csharp in Unity
Automation of Repetitive Tasks

We will build a professional level designer portfolio. We will learn how to select and present projects, highlighting the detailed documentation and clear description of each one. In addition, we will develop strategies to showcase our work online, maximizing its visibility. In presenting projects to the community, we will prepare for public demos and betas, communicating updates effectively. We will collect and use community feedback to continuously improve our future projects, thereby strengthening our presence in the game development industry.

Building a Professional PortfolioProject Selection and Presentation
Documentation and Project Description
Strategies for Showcasing Your Work Online
Presentation of Projects to the CommunityPreparing for Public Demos and Betas
Effective Communication of Updates
Collecting and Using Feedback for Future Improvements

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