The patterns described here are: Guidance (Leading the player), Safe Zones, Foreshadowing, Layering (Combining multiple enemies and hazards), Branching, Pace Breaking.
It's a good list which can be applied side-scrollers, top-down games or even 3D games alike. The examples are great and some of those games really awaken unforgettable childhood memories. But I believe that the list could be so much longer.
Some other things which which come to my mind regarding level design: Procedural generation, Unlocking, Backtracking, Parallax effects, Mixing environments, Transforming environments, Open and Closed levels, Secrets and Cow Levels...
I'm having a great time thinking about this stuff. It's fascinating to observe those different elements while playing a game. Game mechanics are even more intricate. I think the combination of level design and game mechanics is key to creating a great game.
Hey,you sound like you know a lot about this topic. I'm really interested in learning about it, do you have any recommendations for resources (books, youtube channels, etc.)? Thanks!
There are many resources for game design. But I have to tell you honestly that I think it's questionable just to read about it. You can read books, podcasts and blogs about it for years, but that alone doesn't make you a game designer. Anyhow, here are some resources I enjoy: [1] [2] [3] [4]
Game Design is not a recognized science either; a lot depends on understanding what's fun and what's not. You'll get better the longer you play around.
What distinguishes a good game designer from a beginner is years of practice. To achieve that, you have to be able to try new things in a very short time. Learn a game engine, which is widespread and does a lot of work for you (create games and not a game engine). Unity or Godot for example. Start small. Games you can finish within 1-2 weeks. If you can do that, you can write dozens of small games a year. You get faster and maybe find your own style. Here's a great resources which shows you, how someone from the indie community can approach it: [5] [6]
Something I can't recommend enough are Game Jams. Take a look at Ludum Dare [7]. It really is fun to think up and implement a concept within a short time. And you learn a lot, through the process itself, through the feedback of the wonderful community and by playing other games. The next jam starts on October 4th.
It's a good list which can be applied side-scrollers, top-down games or even 3D games alike. The examples are great and some of those games really awaken unforgettable childhood memories. But I believe that the list could be so much longer.
Some other things which which come to my mind regarding level design: Procedural generation, Unlocking, Backtracking, Parallax effects, Mixing environments, Transforming environments, Open and Closed levels, Secrets and Cow Levels...
I'm having a great time thinking about this stuff. It's fascinating to observe those different elements while playing a game. Game mechanics are even more intricate. I think the combination of level design and game mechanics is key to creating a great game.