
Year 1 core modules
Year 2 core modules
and one optional module
Final-year core modules
Modules offered may vary.
We introduce the creative stages of designing a successful gaming environment using a variety of illustrative methods.
Tutorial sessions allow you to experiment with and learn new techniques relating to design, planning, illustration and technical drawing.
Lectures cover a range of subjects including level design history from first consoles to next generation, as well as design aspects such as enemy positioning and patrols, barriers and borders, pick-ups, bonus levels, level flow, level mechanics, story progression through gameplay, free roaming versus guided level paths.
We also analyse levels of designs across genres and discuss technical issues.
This module aims to:
Lectures look at past and present examples of level design and all of the design, aesthetic and technical issues to be addressed in the creation of a strong level design.
You have the opportunity to discuss the subjects raised and debate what makes a good level.
Lectures are complemented with a series of tutorial sessions. Initially these are based around a series of individual and group tasks aimed at introducing techniques, developing skills and building your understanding of different types of level.
Later, tutorials are used for in-course assessment specific tasks and feedback.
Assessment
There is a single in-course assessment for which you create a level design plan and documentation to a given theme. Marks are allocated for competency, design skills, conveyance of ideas and suitability of the design.
You are required to demonstrate an understanding of level design by providing appropriate research and a written level design document describing all aspects of level gameplay including a walkthrough.
The tutorial sessions provide opportunities for you to gain regular verbal feedback on your progress from both lecturer and peers.