I'm a father of one boy and one girl. Husband of one wife. Senior Producer at LEGO at day. Amateur superhero at night.

Level Design Patterns

Posted: May 1st, 2006 | Author: Simon | Filed under: Noteworthy | Tags: , , , , , , , , | 2 Comments »

Level Design Patterns

Today I handed in a paper on design patterns for level design. It’s a paper I’ve been working on on the side in the last 12 weeks. As this is a side project the scope is rather small, but it might very well be a topic that I’ll explorer further in future projects or in my master thesis.

I have made an analysis of these multiplayer levels from popular first-person shooters (FPS):

From Day of Defeat: Source:

  • Kalt
  • Donner
  • Anzio
  • Flash
  • Avalanche

From Unreal Tournament 2004:

  • Maul
  • Two Tombs
  • Grassy Knoll
  • Double Damage
  • Absolute Zero
  • Bridge of Faith
  • Electric Field

From Battlefield 1942

  • Tobruk
  • El Alamein
  • Iwo Jima

And have from that analysis compiled what I believe to be common practices of development and have formalized these in Level Design Patterns:

  1. Multiple paths
  2. Local fights
  3. Collision points
  4. Reference points
  5. Defense areas
  6. Risk Incentive

Read much more about these patterns in the paper itself.

Download the entire paper here (PDF ~ 2.01 MB)