Sunday, July 17, 2011

Play-testing makes perfect

Play testing is a crucial component to game building.  As we've talked about throughout: game building requires you to make assumptions while you design and build.  Often times you don't exactly know how a system will play out until you build it, but you have to have something defined before you can build it.  This is where testing becomes so crucial.  The basic goal of play testing is to improve the game by watching users play it and record data to evaluate your assumptions and helps you determine what is working and what needs adjustment.  In this article I'll cover how to set up a test, the game builders role and appropriate mindset, what to do with the data collected, and the best way to approach making changes to your game.

Preparation
Before your play-test consider the current state of your game.  If the play test is occuring early in development you will likely have to tell the player missing information, as you are coming closer to the end of development and a tutorial is in place you might not want to tell the testers anything and judge how well they pick up the game without your help.  Whatever stage prepare an introduction for the play testers.  If there are aspects that are missing that will make the experience confusing be tell the testers explicitly.

Have a list of key assumptions that you want to test for.  You will likely glean more information then you are looking for, but it's a good idea to highlight certain features or aspects of your game and ask the users about them directly after the test is over.

It's not a bad idea to have refreshments and possibly food, pizza is a good one, for your play test.  A happy play-tester is a patient play-tester.

During the test
While the session is underway you should remain as hands off as possible.  Observe how users approach and interact with your game.  Are they "getting it"?  Where are things breaking down?  When a user is having trouble don't jump in and help them right away, let them struggle for a bit and try and find their way.  Are they repeating the same actions again and again hoping for  different result?  What lead them to do that?  When they finally do figure out what to do, what was the solution they used to move forward?  If they continue to struggle it may be due to a lack of feedback, indicating what is happening in the game at the present time.  It also could be due to an affordance you set early on that is inconsistent with the current condition.  For instance, if you allowed them to open a red door, and now you have placed a similar red door in front of them but it is just part of the scenery.


Documentation
Write down your findings.  It's a good idea to have a list of questions to ask your play testers once they have finished playing the game.  Ask them if they are "getting" everything.  For example, if you're making a game about clicking different colored shapes ask the testers if they understood what each shape represented or how each shape responded.  You should also set aside time to ask for suggestions.  And they will have suggestions.  Categorize suggestions, identify what the user is commenting on and once you have a list written down, organize it into the different aspects of your game:  art, sound, animation, gameplay, feedback, plot and whatever else might suite your game.  Be sure to take note of everything said, even if something seems ridiculous it might help give an issue or game play a new perspective.


Mindset
Play testers can be brutal and silly.  They can make suggestions that seem to have nothing to do with the games direction and fixate on aspects that you don't feel are important.  It's crucial that you leave you preconceived notions about your game as well as your ego at the door.  Don't try to defend your game, be an objective listener.  Users are giving feed back based on their experience, patience is essential here as well as an ear for how their comments relate to your game.  Keep your mind and ears open.

Try to play test with people in your core user group.  If you are making a game for teen age girls then you'll need to find some teen aged girls.  If you are trying to make a game with broad appeal than you should try to find testers that match that.  Usually you want to keep the test group at a manageable size.  It's best to have not more the three or four people per test administrator.  If you can record the session then do so.  Footage can be very helpful as it's hard to pay attention to every user at every moment and it's easy to miss things.  You can also refer to the footage at a later time.

Don't forget to pay attention to how the are feeling and reacting emotionally.  Facial expressions can tell a lot about how users are experiencing your game.  Hopefully they are excited, if they are showing frustration, be glad you caught it during testing.  Moments of frustration are issues that need to be addressed.

After the test is over
Play-testing is a vital part of the iterative process.  Once you've completed the play test and have documented the results determine the best course of action in moving forward.  You probably had an idea of what you planned to do next but once you compare that with your feed back you might decide to shift course.  Try to have play tests build on one another and compare results from one play test to the next.

Conclusion
Play testing is a vital part of game building.  You should conduct play tests early and often.  Be an objective listener.  Have a set of questions to ask.  Take suggestions.  Categorize your documentation.  React to the play test in your next iteration, then test again.


Some helpful resources

Now that the class has come to it's conclusion I hope that you feel you have all the tools necessary to at least begin the process of building games. Below I've compiled a list of resources, books, websites and supporting software to help you in that pursuit as well as a link to download some example game maker files that you can use in your projects.


Drawing programs
Any project requires art and often times a search of sprite DB or the spriter's recourse will give you what you need to get up and running, but most often you'll want to create your own graphics.  Below are a list of drawing software both free and pay for.
  • Gimp: mac/pcopen sourcefound at www.gimp.orgThis is a robust image editor meant to be a suitable stand in for powerful pay for applications like adobe photoshop.

  • Photoshop: mac/pc
    pay for (30 day free trial available)
    found at www.photoshop.com
    This is the industry standard for artist and designers across many fields and disciplines including game development.  If your goal is to get a job in the industry as an artist it would be worth familiarizing yourself with photoshop.  If you are just looking for something to make assets for your indy project you could probably get by with a cheeper or free alternative

  • Graphics Gale: pcopen source
    found at www.humanbalance.net/gale/
    This is a powerful graphics editor for pixel art with support for animation and detailed pixel manipulation.

  • Fireworks: pc/mac pay for
    found at 
    http://www.adobe.com/cfusion/tdrc/index.cfm?product=fireworks
    Fireworks is a great tool for making pixel art and animations.  It mixes both vector and pixel drawing in a very simple to use yet powerful package.

  • paint.NET pc
    free
    found at 
    www.eecs.wsu.edu—downloads.html
    A simple, easy to use drawing app for the windows platform.

Audio Editing and creation software
Audio is something that is often overlooked in the early stages of an indy project but it's certainly an important piece of the overall look and feel of the game.  
  • Audacity: pc/mac
    open source
    found at audacity.sourceforge.net
    Audacity is a straight-forward full featured audio editor and converter.  It's free and available for all dev platforms.

  • Ardor : mac
    open source
    found at 
    http://ardour.org/download
    Another free audio editing program.  This one for mac only

  • Fruity Loops : pc/mac
    pay for
    found at 
    https://support.image-line.com/jshop/shop.php
    A powerful music creation software for both mac and pc.  It ships with loads of sound samples and a powerful loop building interface that is perfect for making music for games.

  • CFXR : pc/macfree
    found at 
    http://thirdcog.eu/apps/cfxr
    This is more of an 8 bit sound effects generator but it's pretty funky and can be super useful for quickly bringing sound into your game.

Game Design Resources
I can only cover so much in four one and a half hour classes.  Below you'll find some awesome resources to learn more about game maker, game design, and how to find people in the New York City game industry.
  • Yo Yo games site www.yoyogames.com
    Game Maker's official website.  Go here is learn more about the platform, get help from the forums or to post your finished or in progress games for review.

  • Gamasutra www.gamasutra.comGamasutra is the industry leading news and informational site for all things related to video games.  Great job board.

  • Nyc Game Industry www.nycgameindustry.comKeep track of the local scene, with news, events and other resources.  Has a job board.

  • Games Brief www.gamesbrief.comIf you are interested in the business side of games, especially the social and casual markets, this is a fantastic resource.  I read it every day.

  • The Game Prodigy http://thegameprodigy.com/A good resource for game design tips and other game related information

Books
I used a lot of books for reference while creating class materials.  I've listed them below along with some other books that I have found useful to my growth as a game designer.
  • Flow: The Psychology of Optimal Experience Mihaly Csikszentmihalyi
  • The Game Maker's Apprentice
    Jacob Habgood, Mark Overmars, Phil Wilson
  • The Game Maker's Companion
    Steph Habgood
  • Rules of Play
    Katie Salen, Eric Zimmerman
  • The Game Design Reader
    Katie Salen, Eric Zimmerman
  • Theory of Fun
    Raph Koster
  • Challenges for game designers
    Brenda Brathwaite, Ian Schreiber
  • Emergence: The Connected Lives of Ants, Brains, Cities, and SoftwareSteven Johnson

Game Maker Examples
http://www.jmauriello.com/buildinggames/snippets.zip

Saturday, July 9, 2011

What game should I make?


When you are working as a game designer or developer at an established company it will be fairly rare for you to have to create a game concept completely from scratch.  More often,  certain aspects will be handed down from a marketing department.  But, if you are trying to develop a game independently you will likely have a few ideas kicking around.  Good ideas are a dime a dozen.  It’s often not the job of a game designer to come up with ideas.  It’s a usually the initial idea or theme will be decided by a marketing team.  Often times a designer will be part of the team, but they will not have the final say, in fact, often they will only be serving and advisory role.  
Breaking into the industry as a designer is quite difficult.  There is a lot of competition and getting the necessary experience is next to impossible unless you take the initiative on your own.    This means coming up with your own concept and developing a game around it.  When doing this it’s a good idea to have people you can collaborate with.  As we’ve seen, making a game takes a lot of work, and it’s difficult if you don’t have a small team to develop with.  
But how do you know what to make?  There is a gap between having an initial seed idea and having a fleshed out game concept.  Below is a list of potential starting places for you game concept along with some the challenges and affordances that each go along with and a few tips to help you get started.
  1. Genre:  Start with a favorite genre and build your game around that.
    1. affordance: you will know what kind of challenges the player will be facing
    2. challenge: you'll have to spend some time thinking what makes your game different from the rest of the genre
    3. start by gaining an understanding of the genre.  What are the key elements of the genre?  Can they be looked at from a new angle?  Can they be expressed in a different way? Can they be mixed with another Genre?  What elements will you take from each, how much mixing will there be?  
  1. story or character:  Start with a popular story or character, or a story or character that you have developed yourself and build from there. 
    1. affordance: Setting, themes and even art style will be alluded to in the story or background of the character.  The game genre will also be easily determined based on what the character or main characters spend most of their time doing. 
    2. challenge:  finding the game in a story or character can be difficult.  The game and story mediums do overlap in some areas but in others they are quite divergent.  Stories have a definitive path and rely on dramatic necessity.  Games can have many different paths and by definition cannot have dramatic necessity as the fate of the character is determined by the players interaction.
    3. Tips:  What are the key moments in the story or the key elements of the character's development?  Identify the mood of the story or character's setting this will help determine the games look, feel and theme.  What does the character or characters in the story send their time doing?  Are they fighting bad guys with fists or are they searching for clues and unraveling a mystery?  
  1. mechanic:  Start with an interesting interaction for players to execute and build a game around it.
    1. affordance:  you know your core mechanic.  This is a huge help because this is the main thing players will be doing while they play your game. The rest of your decisions can be made around this core mechanic.
    2. challenge:  The core mechanic is a great place to start but there is still a lot to be determined.  What is the theme and scope of the game.  Will it have a story? How can the core mechanic be enhanced and expressed differently as the game unfolds? 
    3. Tips: What are the different ways this core mechanic can be expressed?  Is the core mechanic easy for players to grasp?  How much learning will the player be doing throughout the game?  Can this learning be facilitated by story or will the story be an unnecessary distraction from what should be a fast paced, or concentration based game? 
  1. look and feel / theme: Start with a theme such as a game about environmental conservation or a game that takes place in medieval Europe.
    1. affordance:  The genre will be greatly informed by the theme.  
    2. challenges: similar to the core mechanic issue, there is still a lot to do, but when you start from the theme it's often from the opposite side of the problem.  What will the core mechanic be?  What aspect of the theme do you want to explore?  Taking to wide a view on this question can lead to a bloated idea very quickly.
    3. Tips:  Identify what aspect of the theme you want to explore in your game.  What kinds of interactions or events occur within the theme?  

Create a game brief

Once you have your concept has been developed and begins to take shape. At this stage it is helpful to capture your idea in an understandable written form, this is where a game brief comes in. A game brief is created by answering some specific questions about your game concept. Below is a great example of a game brief template. Fill this out with the details about your concept.

Game Design Brief
From: http://www.slideshare.net/beesdaddy/game-design-brief-template
by Rob Beeson

Big Creative Idea:

Game Mechanics What is the desired skill or quality this game wishes to cultivate?

What is the goal of the player?

What are the obstacles for the player to overcome?

What are the tools the player can use to accomplish his goal?

How does the game provide feedback?

Why is it fun?

Documents Game Designers Make


A game designer’s job is to work out the interactions and systems within a game.  Depending on their skills a game designer has a wide variety of methods for solidifying ideas.  Whether it be paper or digital prototypes, sketches, flow charts, and wire frames etc. once an idea is fleshed out and given form the game designer must then communicate their ideas to their team members and stake holders.  The game design  process varies from game to game, because the games themselves vary so much from one to another.  Because of this there is no complete check list of required documents for every game.  There are however a few that should be generated no matter what the project.  I’ll list them below with a short explanation, who the audience is and why you should consider making one for each.

Game Brief


Description
A Game Brief is usually a one pager that gives an overview of the game.  It shouldn't get to deep into the nitty gritty of the mechanics but rather give an overview of the over arching vision.  Make it short and sweet, think of this document like the “back of the box” for your game and it should hit all of the same high points.  What is the core concept?  What genre does it fit into and perhaps who is the games target audience.  What separates the game from others in the space?  What are the game’s defining features?    


Why make one?
Game Briefs are a great way to get something that is kicking around in your head out into paper.  Writing your ideas down is a great way to solidify and crystalize the various thoughts that surround your game.  You’ll be surprise how much your assumptions change once you commit to writing your ideas down on paper in an organized way.


Who is your audience?
Most often the Game Brief’s audience is your team members and it will be used as a discussion piece, so everyone on the team is on the same page as to your concept.  It’s a great starting point for further idea development.  It’s also possible you’ll write the brief with out knowing when you’ll actually make the game.  If this is case, it might be beneficial for you to not just keep it locked away in your hard drive.  Show it to people you trust and talk about the idea.  You’ll find that given enough attention ideas grow and start taking on a life of their own.  Click here to view a game brief template.


Game Design Doc


Description
This document is always a doozy.  It is the central document that you write when you are acting as a game’s designer.   The game design document will detail every aspect of your game, from player controls to scoring system, to level structure.  because of it’s potential to become extremely massive and bloated, often parts or sections of the document will be broken off and written in a supporting document.  For example, if a game requires an in depth tutorial I’ll write a separate document for the tutorial.  When it comes to the part in the GDD where mention of the tutorial is required, I’ll refer to the other document.  It’s also crucial that writing is kept succinct, GDDs often grow to over 50 or more pages depending on the scope of the game, in order to keep the document useful and manageable it’s important to say more with less.  Also to this point, it’s important to keep the document well organized with major and minor section headings along with a table of contents.  This keeps things easy to access for team members consuming the doc and easier for you to make changes as the game grows and evolves. Though, the more I work with google docs, the easier I find it to keep organized.  I can make links between documents and can have multiple kinds of documents (spread sheets, slide show presentations, and writing documents) all in the same ecosystem.  This is possible with traditional desktop tools as well, but I find it easier to manage and keep organized while using the docs service. 


Finally, it’s important to note that the Game Design Document isn’t finished until the product is shipped (if you are making a social or web game that is more of a service then a shippable product then the GDD isn’t finished until the project runs it’s course!).  A GDD is a living document, this is due to the interactive nature of games.  The designer has to make certain assumptions about how things work.  These assumptions are tested as elements of the game are built.  Often you will discover that something you thought would work well doesn’t and must be tweaked, changed, or dropped completely.  It’s imperative to keep the GDD up to date in the process otherwise the project can really become disorganized and come off the rails.  

Here is a good template written by a game designer / developer named Mark Baldwin.  Looking through this might be a good place to get started if you have to write a GDD of your own.  I wouldn't fill this out to the letter, rahter, I'd read throguh it to get the gist of what's covered and to what level of detail.  
(cut and paste this into your browser bar)
http://www-personal.engin.umd.umich.edu/~bmaxim/cis488/BaldwinGameDesignDocumentTemplate.doc

Why make one?


Game creation is very often a collaborative process and communication and clarity is of paramount importance.  The game design document is meant to be a central reference for the decisions made about how things are supposed to work in the game.  Because of the level of detail necessary to communicate that, it is often impossible to sit down and start writing the GDD  straight off the bat.  It’s okay to prove some of your assumptions with prototypes before writing anything but ultimately, those findings should be captured in the GDD.   When you do sit down to write the document you’ll find that you are forced to really figure your game systems out to the final conclusion.   It’s easy to spot ambiguities when an idea is in print.  


Who is your audience?


In a word, everyone!  Everyone will at least skim the GDD and most will treat it as a bible. Although you won’t necessarily mention details about the art style (often times there is an art bible or style guide for that) the GDD should mention art related aspects that are key to communicating game state and events to the player, for instance feedback, HUD configuration, and screen layouts.  Programmers, or the developer team lead, will likely refer to the design document very regularly.  The GDD holds the rules for the game and the programmers are the ones implementing them.  Another reason to make sure you leave no ambiguities in your writing, make sure to keep honest with yourself on this point!  Stake holders will often require a GDD.  They will want to sign off on the document.  Finally producers will be careful readers of the document.  They will use it to make sure the game is within the scope of the budget and  to make sure everything the stake holder wanted is represented in the document.  The producer will also prioritize tasks and base schedules around the GDD’s contents.  The producer may even have a hand in crafting the document.  
Click here to find a template of a GDD.  As that document’s summary will tell you, there is no single template because, as mentioned, every game is different.  It might be most useful to peruse the template, see what’s included and then start writing your own document from scratch.  Rather then trying to fill in each heading and sub heading supplied in the template. 


Wire Frames


Description
Wire frames are usually abstract representations of the game’s screens.  They are a great way to visually communicate functionality and features and act as a guide for artists and programmers alike.  You should generate a wireframe for each unique screen of your game, everything form the start screen, each menu screen, the HUD, even modal windows should be outlined in wireframes.  


Why make them?
Typically the wireframes are done in very rough form early, as a means to visually communicate the features of the game, this early form may leave out a lot of screens and contain a low resolution of information.  These wireframes can be printed out and used to test the screen flow of your game.  This can be a great early part of your test plan.  


Who is your audience?
Wireframes are seen by a lot of people involved in production.  They are seen by stake holders to sign off approval, they are seen by artists and designers so they know what assets to create and how the assets will sit together on each screen and they are seen by programmers so they understand what features need to be implemented and how to organize the software’s state. As the game development progresses, the designer should anticipate when higher resolution wireframes must be made.  Wireframes will change over time.  As the game takes shape, assumptions you made early on will be refined, the scope of the game may change, or things may have been left out.  Wireframes must be kept up to date to avoid confusion among team members.  


Flow diagrams


Description
A flow diagram can be handy whenever you have a series of branching events or program states.  For instance, you are creating an adventure game, such as Myst or the Secret of Monkey Island, and need to plot out the character dialogue, but different characters tell you different things depending on the mission the play has completed or the items the player is currently carrying.  This is only one specific example, flow diagrams can also be used to describe how a user might navigate a series of menus in your game, for instance to complete a micro-transaction, or even how a particular dungeon should unfold.


Why make them?
As the game develops certain aspects will be easier to diagram then they will be to write about.  A flow diagram is very useful for communicating the steps of a particularly complex interaction.  They are also useful for communicating a large amount of branching information in an easily digestible way. 


Who is your audience?
Often, when it comes to flow diagrams, the designer is their own audience.  these documents might also be shared with writers, and programmers depending on the flow charts content.

Thursday, July 7, 2011

Game 3: This is really no game at all...

It's time to learn Game Maker Language (GML).

Game Maker supplies around 150 separate drag and drop actions, but GML has almost one thousand functions.  So, if you want to make projects above a certain level of complexity you'll need to learn a little GML.

The following link downloads a zip file containing 13 game maker files.  Each file highlights a feature of the language.  We're going to try to get through each feature.  Use these files as reference if you fall behind or if something isn't working.

http://www.jmauriello.com/buildinggames/GMLExamples.zip

Friday, July 1, 2011

Level Design 101

Level design is the meat and potatoes of game design. Once the core mechanic is worked out and the art direction begins to take shape, level design is where all of the careful design considerations express themselves. When designing levels it's important for the aspiring game designer to remember, the player isn't your opponent, it's better to think of them as a consumer of your experience. You, as the designer, must guide them from being a total n00b to a master of your game. This is done through excellant level design. Keeping a player engaged with your game long enough to obtain mastery requires that they don't become bored. This is most often done by introducing a steady flow on new features.


It All Starts With Features
The word feature can have a very fuzzy and broad definition. It can be used to describe anything that distinctly stands out in your game; be it an element in the H.U.D. (heads up display) or a particular classification of feedback, such as a shower of particles accompanying the points received by destroying a brick in arkanoid. When considering level design it's helpful to look at features that fit into the category of use and challenge. Features that the player uses: abilities, equipment, characters etc and features that a player must overcome: enemies, obstacles and terrain.


Choosing Features
When coming up with features it’s often helpful to have someone there to cook up ideas with. When doing this, keep an open mind and say yes to everything. It’s easier to weed out irrelevant or impractical ideas with a nice long list to pick through. There is a short, genral check list you can go through when evaluating features.

  1. does this feature play into my core mechanic?
    Features that make it into your game should enhance the core mechanic, not distract from it. If you are making a racing game, you should think carefully before adding a puzzle mechanic. It could be really cool, but it also has huge implications for the player's experience.
  2. does the feature take away from the challenge?
    Making a new weapon or ability that nullifies or trivializes challenges can make the player feel powerful (always a good thing), however after using the feature for a little while the game may become too easy. One way to balance this to either making the challenges more difficult. For example, If you are making a platformer and decide to add a double jump feature, make the gaps that must be cleared wider. Alternatively you can create a trade off when using the new feature. If for instance, you add a jet pack to your platformer, make the player slower when wearing it. This way the feature is a tool to use in certain situations and doesn’t break the game.
  3. Is this really a feature at all?
    changing things aesthetically or superficially (changing the skin on something or making a series of enemies that behave in the same way) isn't adding a feature and can in fact betray the player’s trust. When a player sees something new they will approach it with caution and curiosity. If they find it’s the same as something they have encounter before they will feel cheated. It is possible to make a sweeping aesthetic change to accompany a shift in narrative, but even in this case, it's a good idea to tweak the features behavior, even slightly.



Emergence
Once you start creating features you may find that they cause unexpected things to happen. Usually, the player interacts with your features in unexpected ways. This isn’t a bad thing, but it is one of the primary reasons to test your game early and often. Once identified, the emergent gameplay can be accounted for and actually used in your level design. This can been a huge boon, it's like adding a new feature for free!


Level and Progress Design
Once you have your features chosen it’s time to start planning your levels. The concept of levels has become more and more loosely defined over the past few decades. In the early years of gaming a level was a definitive and contained thing and common throughout games across genres, from Pac Man to Tetris. As time went on and technology improved the idea of game worlds came into existence. Games like Grand Theft Auto (GTA) and World of Warcraft (WoW) don’t have the same kind of level as the classics.


WoW builds levels into the player character. Here a player’s power and development dictate where they can go in the game world. In GTA levels are even more abstract. Here, the game’s narrative is segmented into missions and areas of the map open up after a certain missions are completed. In this case it’s hard to define what a level is at all. Is it the individual missions? Is it the map areas? What about the secondary missions scattered throughout the game? How do they factor into the concept of levels?


Level Design with Feature Learning in Mind
One useful way to think about levels is in terms of your feature set. Every feature in your game is something a player has to learn how to interact with. A designer should be wary of overloading a player with too many features at one time. If a feature adds a new way of interacting with the game environment it’s often best to introduce that feature in a way the is contained so that players can identify and gain an understanding of the feature in isolation before having to use the feature in conjunction with other game elements.


Portal is a textbook example of incremental feature introduction. In portal, the player navigates a series of test chambers using a portal gun. The gun doesn’t shoot bullets, it shoots portals. A portal appears on a wall where it was aimed and shot. The player enters through one portal, and comes out the other. Although the portal gun is used in almost every level of the game the player isn’t given one right away, rather at first, they are part of the level. Even after the player gets a gun it’s really only half a portal gun. A first time player has to play nearly a half hour before they get the full portal gun that can shoot both sides of a portal. Throughout most of the rest of the game the player is guided through each level, and in each level the player is either taught something new, or something they already learned is reinforced.


Portal walkthrough
Watch the first ten minutes at which point the full portal gun is obtained.
If you really want to see great level design in action watch the whole thing.
Or better, get a copy an play it. You can get the game through steam.


Level Designed with a Difficulty Curve in Mind
Another useful way to think about your level design is in terms of ramping difficulty. This goes back to Mihály Csíkszentmihályi’s concept of Flow. Once a new feature is introduced it can be combined with features that were introduced previously. Throughout this process the player is learning how to interact with the elements provided by your game.


Practice makes perfect. After the basics of a skill is mastered making huge leaps in improving that skill is not uncommon. Take the skill of riding a skate board. Once learned it's not hard to learn it well enough to get around. If you want to learn how to do tricks, like an ollie, that will take more practice. If you plot this progress on a chart, where the x axis is time spent and the y axis is level of skill you’ll end up with a series of S curves. Over time, with more practice, you will face a diminishing return on improvement. Take this into consideration as you plan you levels. The goal is to keep the player inside the flow channel, avoiding frustration from overloading the player with overly difficult challenges. When introducing features and mechanics, it’s okay to make the level overtly easy if that’s what’s needed in order to communicate how the feature works. While the skill curve looks like an S the difficulty curve should look like a mountain side.


Progress Design
Level design can be thought of holistically as progress design. In fact in games like WoW and GTA this title may be more apt. As a designer creating the learning progress of your players. It may be helpful to get your list of features together and draw out a difficulty curve then decide where you want to place what feature on the difficulty curve. This will help decide which features to introduce when. Once your features are chosen and a progress curve is plotted, the level structure and design can be derived.



Conclusion
Level design start by picking your features.  Try to chose features that enhance your game.  Level design can be thought of as designing the players progression through your feature set.  Lead your players through the game, from n00b to master.