102
Video Game Design Composition
level design for a linear game and three basic level designs for nonlinear games,
as shown in Figure 3-11.

Linear level design
has a single starting point and follows a single path to a
single end point.

Parallel-branching level design
allows the player to start and make choices
as to which room to enter to get to the end point.

Hub-and-spoke level design
allows the player to start in the center,
complete a mission, and return to the center to choose another mission.

Sandbox level design
or network design allows the player to move freely
without restriction from any room to any other room in the game.
Documentation of Story and Level Progression
The story must be properly documented to communicate the design to the
team. There are several ways in which companies document story progression,
but the most common is the use of a storyboard. A
storyboard
is a series of
panels that contain sketches of the game action and a description of the actions
in that room, as shown in Figure 3-12. It is similar to a comic book that shows
a series of panels telling the story. However, a storyboard is not a complete
detailing of the story. Rather, it is more like a visual outline of the story.
The idea behind a storyboard is to show the artists and designers a sample
of what the complete game will look like. Each level should have a storyboard.
Figure 3-11.
Goodheart-Willcox Publisher
There are four basic types of level design.
Start
Action
Action
Action
Action
Ending
Linear
Start
Action
Action
Action
Action
Ending
Parallel Branching
Action
Start
Action
Action
Action
Action
Action
Hub and Spoke
Action
Action
Action
Action
Sandbox
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