Our Level Design Document
We have our ways to do things and that includes a Level Design Document. It is based on many throughout the Industries, but esp The Last of Us 2. So we thought why not share.
It is not fancy and a bit bad Formatted, but it fits our Workflow.
Level Design Doc: Place: Setting - Name
Game Name
Version X.X
Designer: Name, Surname
Document Date: XX.XX.20XX
Intended Level Delivery Date: TBD
Level Design Confidential Game Name
Table of Contents
- Summary
- Goals
- Gameplay Overview
- General Game Flow
- Major Elements
- Objective Summary
- Technical Overview
- Mission Location
- Visual References
- Models/Architecture
- Maps
- References
Quick Summary
Where is the Level, when is it, how is it? A summary
Goals
What is the Goal of this Level.
- What is this level suppose to do
- And how should it express it
Gameplay Overview
This part of the level is focused on exploring the environment and finding different collectibles and stories.
General Game Flow
Is it linear or open, and what is meant by it?
Major Elements
What do you do the most? Like Exploring, finding different notes, and figuring out the story of that section (Hook)
Objective Summary
Dumb down kille everyone? Go from a to b and over what route simple.
Technical Overview
Visual References
Pictures of what it looks like
Maps
A plan on how it looks completely in an architacily drawing
Floor 1
How does this floor look
References
Yea References