Video summary

Ideation and Level Pitch | Level Design Devlog #2

Main summary

Key takeaways

Gaming

In this episode of the Level Design Devlog, Ryan discusses the pre-production phase of creating a World War II first-person shooter game, focusing on the ideation and level pitch process.

Storyline Overview

  • The level is set in Templehof Airport, a historically significant building in Berlin during WWII.
  • The narrative follows two U.S. soldiers who become separated from their unit and aim to reach the airport to use its communications to regroup with their army.
  • The backdrop involves the airport being taken over by Soviet forces during the Battle of Berlin, with American troops nearby hesitant to engage due to previous heavy losses.

Gameplay Highlights

  • Non-linear Design: Players can choose their paths, leading to varied experiences until they converge at the airport for a more linear gameplay segment.
  • Unique Gameplay Moments:
    • Sniper Assist: Players must navigate to different positions to assist a pinned-down soldier.
    • Shell-Shocked Companion: One soldier experiences a breakdown, requiring the player to defend while also providing emotional support.
    • Hide and Seek: Players must stealthily navigate through areas to avoid or engage German troops.
    • Vehicle Sabotage: Players can disable enemy vehicles, affecting the difficulty of encounters.

Key Tips for Level Design

  • Documentation: Start with high-level documentation to capture ideas and pitch them effectively to the team.
  • Curiosity-Driven Design: Let curiosity guide the creative process without over-planning or restricting imagination.
  • Visual Presentation: Use images and videos to convey ideas rather than relying heavily on text; keep presentations concise to maintain audience interest.
  • Emotionally Immersive Gameplay: Aim to evoke emotions that align with the narrative to enhance player immersion.

Featured Gamers/Sources

  • Ryan (host of the design den)

Original video