Level Design Saga: Creating Levels for Casual Games

In this 2016 GDC Europe talk, King's Jeremy Kang explains how good level design is a vital pillar for King to keep their casual players engaged across hundreds of levels.
Register for GDC: ubm.io/2yWXW38
Join the GDC mailing list: www.gdconf.com/subscribe
Follow GDC on Twitter: / official_gdc
GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

Пікірлер: 32

  • @SamuraiMotoko
    @SamuraiMotoko5 жыл бұрын

    And then you put that 1 level from time to time that is extremely hard unless you are lucky or the player buy the power ups to beat them

  • @milkysign6425

    @milkysign6425

    5 жыл бұрын

    Its a more algorythmic headline you are talking about. If you are rushing through and passed 10 games (Levels) in a row, Thema next Up ist set so hard that you have to buy or use "Cheats". This Gamedesign , Leveldesign etc. Is truely awesome at its perfection. But it has no hearth. However people Pay For win ;)

  • @philsanders9625

    @philsanders9625

    Жыл бұрын

    Yes it's true , you are the product, they do want your money, King is no different from the rest. Never forget the Hook Habit Hobby model. Your addiction is their salary. They have no issue targeting addicts, children, the elderly, the vulnerable. That said, good lecture, no nicely presented ,

  • @BlueFrenzy
    @BlueFrenzy5 жыл бұрын

    For professionals of the sector it is a bit underwhelming. Not much information is relevant, as if he didn't want to give information or...the target was a more casual audience, pun intended XD.

  • @voltcorp

    @voltcorp

    2 жыл бұрын

    yeah I'm sure people in the audience we're frustrated to find themselves in level design 101, but it's nice that it's available online for actual beginners. it's a shame he (understandably) comes at it from a strictly commercial pov

  • @georgebush3327
    @georgebush3327 Жыл бұрын

    thank you. this was super useful.

  • @MinhQuanNgo
    @MinhQuanNgo5 жыл бұрын

    I actually find this talk very informative. Thanks for sharing

  • @HelloQro
    @HelloQro2 ай бұрын

    I'm a bit confused, does he design the whole interactions of the level, including what pieces get dropped pass the initial state or is it just the initial state of each level ?

  • @AlexVoxel
    @AlexVoxel5 жыл бұрын

    The Mark Brown video, lol

  • @CurtisJensenGames

    @CurtisJensenGames

    5 жыл бұрын

    I was not expecting that!

  • @CoreyStup
    @CoreyStup5 жыл бұрын

    I really dislike when speakers just read the slides. I can do that myself.

  • @Mobnetwork

    @Mobnetwork

    4 жыл бұрын

    That's really rude. Its something Called A presentation

  • @krishnendude6289

    @krishnendude6289

    4 жыл бұрын

    There's a reason why the guy is presenting & you're commenting on his video lol. . My Best.

  • @BomberTVx
    @BomberTVx5 жыл бұрын

    Level design shouldn't be "how much money this level will make" but "how much this level is fun/challenging"... I want to become a game dev one day, but I'll never be corrupted by money, that's a secondary goal, the first is making a good game

  • @barokas.

    @barokas.

    5 жыл бұрын

    what he says doesn't contradict that. in fact, you should strive to have levels that are both fun and monetise well, because an engaged player is much more likely to spend money on your game. that said, even the most fun games don't always monetise well, and we all need food on the table to just survive, so it's also important to know how to monetise your game. going indie is extremely risky so you'll probably start working in game dev for someone else. and most likely it's that someone who will be "corrupted", not you.

  • @BomberTVx

    @BomberTVx

    5 жыл бұрын

    @@barokas. but I don't want money, I want to make a good game

  • @barokas.

    @barokas.

    5 жыл бұрын

    Bomber TV I know, and I respect that. I do too.

  • @krishnendude6289

    @krishnendude6289

    4 жыл бұрын

    Correct, eventually you will have to plant a level 65 to monetise, that the speaker clearly mentioned.

  • @ossiehalvorson7702

    @ossiehalvorson7702

    2 жыл бұрын

    @@barokas. There's absolutely no risk in going indie at all if you do it on your own time while maintaining another income source and being realistic about your budget for any outsourced help needed.

  • @peterpppp1111
    @peterpppp1111Ай бұрын

    39:00

  • @FenceAKAGlasnost
    @FenceAKAGlasnost Жыл бұрын

    See my level designs and rate them

  • @Boingexe
    @Boingexe8 ай бұрын

    where level creation

  • @JM-vl3cy
    @JM-vl3cy5 жыл бұрын

    No offense to this specific guy presenting, but wth would you talk about level design in a game with randomly generated levels that are randomly unbeatable, this being with the only objective of pushing people to put money in the game. King is like top5 developers who are a shame to the concept of game design itself. Seriously what the hell.

  • @yum6692

    @yum6692

    5 жыл бұрын

    And you are pretty much wrong :)

  • @JM-vl3cy

    @JM-vl3cy

    5 жыл бұрын

    @@maxk4471 yeah that's what I mean by "randomly unbeatable". In the point of view of the player, you can't know when you will play a level that will let or won't let you win. So technically it's not random but from the perspective of the player it is. Not native english speaker either though, so what I'm trying to say might be hard to understand aha

  • @yum6692

    @yum6692

    5 жыл бұрын

    ​@@maxk4471 And that's just your hunch or feeling, your looking for something that's not there. The game itself doesn't use any kind of AI and doesn't change the difficulty dynamically. Many companies experimented with this, and it didn't work out so far. I can 100% assure you that homescapes is just honestly that random. It's actually pretty easy to make levels that have specific difficulty. Hard levels are designed to require anywhere from 10 to 20 tries to beat the level, some people will beat in 1 try, some won't beat it in 20, but most will do it in the give range. And all that "the game lets you win or doesn't let you win" is purely related to how match-3 works, it's just that honest random formula that makes it so fun for most players.

  • @FenceAKAGlasnost

    @FenceAKAGlasnost

    Жыл бұрын

    @@JM-vl3cy check my levels

  • @FenceAKAGlasnost

    @FenceAKAGlasnost

    Жыл бұрын

    @@yum6692 see my levels