Integrating Gameplay with Level Design

Level Design Team: Chu Wang

Direction:

 * 1) Focal Point -- Creating clear and apparent line of sight for the player, without making it too obvious.
 * 2) Anticipation -- Creating the right triggers to inform the player of an impending situation.
 * 3) Announce Change -- Areas that might need animation triggers, "Cast-offs" any where that alerts the player of a change in scenes.

Behavior:

 * 1) Believable Events and Behaviors -- Events and behaviors have to occur in a logical manner, to the expectation of the player.
 * 2) Overlapping Events and Behaviors -- Building structures, having logical events happen at the same time.
 * 3) Physics -- Progression using predictable physics, given the situation.
 * 4) Sound -- Trigger areas for appropriate sounds.

Progression:

 * 1) Pacing -- Creating different types of environments to make the player feel different things, ie. a sense of urgency.

Environment:

 * 1) Spacing -- Understanding how much space is on-screen, and how much is off-screen. Start integrating enemies.

Method:

 * 1) Linear Design VS Component Breakdown -- Solving challenges as they come VS using a hierarchy system to create primary objectives.

Foundation:

 * 1) Player -- How does the player interact with everything? How do they feel?
 * 2) Communication -- Is the appropriate person aware of the objective?
 * 3) Appeal -- Is it fun?

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