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levels design for games

image from ghost recon advanced warfighter
Ghost Recon Advanced Warfighter (PC)
As the game progresses, how does a player advance through the levels or stages? What is the level structure of your game?

A level is most often a geographical location that the player must traverse in order to reach the next. However, not all games work that way. Some games, such as Grand Theft Auto, use missions or objectives in a larger, free-roaming or 'sandbox' world. These objectives give the player goals and direction, but may not be linked to unlocking new locations.

Is the structure of your game linear, with each level leading on to the next? Or can each player explore them in a different order, choosing their path through game?

It's important to think about how you are going to escalate the gameplay as the player progresses. Look at introducing different game mechanics or challenges one at a time, don't just throw everything at the player at the start. Reward the player's progress with something new each time.

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