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A framework for analysis of 2D platformer levels

Published: 09 August 2008 Publication History

Abstract

Levels are the space where a player explores the rules and mechanics of a game; as such, good level design is critical to the game design process. While there are many broad design principles, level design is inherently genre-specific due to the wide variety of rules and types of challenge found between genres. Determining genre-specific design principles requires an in-depth analysis of games within the genre. We present such an analysis for the 2D platformer genre, examining level components and structure with a view to better understanding their level design. We then use this analysis to present a model for platformer levels, specifically focusing on areas of challenge. Our framework provides a common vocabulary for these items and provides level designers with a method for thinking about elements of platformers and how to compose them to create interesting and challenging levels.

References

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Bleszinski, C. 2000. The Art and Science of Level Design. http://www.cliffyb.com/art-sci-ld.html.
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Cited By

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  • (2024) Enjoying the Uncertainty. How Dark Souls Performs Incompleteness Through Narrative, Level Design and Gameplay Games and Culture10.1177/15554120241226837Online publication date: 6-Feb-2024
  • (2024)Towards Generating Surprising Content in 2D Platform GamesProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3659848(1-7)Online publication date: 21-May-2024
  • (2024)Analysis and Generation of Flow in 3D Jump’n’Run Games2024 IEEE Conference on Games (CoG)10.1109/CoG60054.2024.10645536(1-4)Online publication date: 5-Aug-2024
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cover image ACM Conferences
Sandbox '08: Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
August 2008
183 pages
ISBN:9781605581736
DOI:10.1145/1401843
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 09 August 2008

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Author Tags

  1. game analysis
  2. game design
  3. level design
  4. platform games

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Sandbox '08
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Sandbox '08: An ACM SIGGRAPH Video Game Symposium
August 9 - 10, 2008
California, Los Angeles

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Cited By

View all
  • (2024) Enjoying the Uncertainty. How Dark Souls Performs Incompleteness Through Narrative, Level Design and Gameplay Games and Culture10.1177/15554120241226837Online publication date: 6-Feb-2024
  • (2024)Towards Generating Surprising Content in 2D Platform GamesProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3659848(1-7)Online publication date: 21-May-2024
  • (2024)Analysis and Generation of Flow in 3D Jump’n’Run Games2024 IEEE Conference on Games (CoG)10.1109/CoG60054.2024.10645536(1-4)Online publication date: 5-Aug-2024
  • (2024)Principle Structure to Create a 2D Game Level EditorEncyclopedia of Computer Graphics and Games10.1007/978-3-031-23161-2_492(1477-1482)Online publication date: 5-Jan-2024
  • (2023)A Visual Ethnographic Study at Cultural Spaces to Identify Character Creation OpportunitiesProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3582445(1-12)Online publication date: 12-Apr-2023
  • (2023)Try Again?: A Macro-Level Taxonomy of the Challenge and Failure Process in Games2023 IEEE Conference on Games (CoG)10.1109/CoG57401.2023.10333199(1-8)Online publication date: 21-Aug-2023
  • (2023)Dynamic Difficulty Adjustment by Performance and Player Profile in Platform GameEntertainment Computing – ICEC 202310.1007/978-981-99-8248-6_1(3-16)Online publication date: 14-Nov-2023
  • (2022)Level Design Processes and Challenges: A Cross Section of Game DevelopmentGames and Culture10.1177/1555412022113922918:6(821-849)Online publication date: 20-Nov-2022
  • (2022)Using Genetic Algorithm for Wide yet Even Scattering of Game Objects: Applications on Irregular Levels and Involving Multiple Objects2022 IEEE 8th Information Technology International Seminar (ITIS)10.1109/ITIS57155.2022.10010220(301-306)Online publication date: 19-Oct-2022
  • (2022)Principle Structure to Create a 2D Game Level EditorEncyclopedia of Computer Graphics and Games10.1007/978-3-319-08234-9_492-1(1-6)Online publication date: 16-Nov-2022
  • Show More Cited By

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