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The level design course will go through these general stages of level design in 3 courses for each interior and exterior creation.
 
The level design course will go through these general stages of level design in 3 courses for each interior and exterior creation.
  
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==First Creative Step: Planning the Design==
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Most work happens on a paper with a pencil, or a google doc, or your head (if you know what you are doing, but being able to discuss this with your team always helps). Standing on the brink of creating a new interior for example (but this also applies to exteriors) the first questions you should ask yourself are the following:
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*'''How do I connect it with world space / other interiors?'''
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**This is accomplished with a load door. Enable "Teleport" on the door, and with the reference window still open, find the door it links to. From here you just select the other door and adjust the door markers that spawn to where you want the player to load in.
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*'''Can I make a sketch and draw it?'''
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**The first best thing to do after you have a frame for your story, is to actually sketch the layout with pencil and paper. “think in multiple ways” you can use your haptic impression with the pencil to realise “empty areas” and “choking points” or maybe you can achieve something more organic if you have a blueprint before touching very linear wall segments. Only playing with linear wall segments without a previous thought on an organic layout often leads to a design catastrophe. You want it to be relevant, unique and definitely not too big!
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*'''How does it connect to the player’s quests, how could it be interesting to him/her?'''
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**You don’t only want your interior to be fitting to the worlds environment and story, but also to have some intrinsic motivation for players to go there. Or something unexpected, or better both. Make sure you have room for that!
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*'''Do I use the same materials as in the surrounding exterior or connected interiors? Should I use 2 or more sets?'''
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**Be careful not to visually “overload” your dungeon with various assets that don’t look very much like they belong together. The visual impact should be scored by an organic unique shape and a (fake) variety of assets along with unexpected and before unseen progression, not a big pit full of various rubble. A ruin that transitions to a cave is fine, but combining ruins with other ruins is always a bad idea.
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*'''Where can I place events, ambushes, loot, “safe zones”, hints for the story, encounters, traps, lights, give the player nice detailed Points of Interests or points of sight?'''
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**Along with the implementation, this is maybe the most important. If your interior or world space cannot offer spots for what you need to place your gameplay, no matter how beautiful it is, it is useless. Also, remember that it is not very pleasant to enter a dungeon and be attacked immediately. This might cause scenarios where people are kept in the loadscreen and already harassed by enemies and dead by arrival. (depending on game engine and implementation)
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==Basic Rules of Execution ==
 
==Basic Rules of Execution ==

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