Course Syllabus

EAE 3100-002 Level Design

Instructor: Kaltin Kirby

University Of Utah

Location: 

Building 72 Room 270

Days: Tuesday

Time: 6:00-9:00 pm


EAE 3100-002 - Level Design

 

Instructor:

Kaltin Kirby

u0400699@utah.edu

801-347-7341 

Office Hours In Person and Live Video Conference:

 

Course Description: Both the ontology and epistemology of virtual worlds have been discussed since the early 80’s. How we understand, navigate, and perform using virtual bodies in virtual worlds, as well as how we know, learn, and engage one another are at the core of the readings and questions of this class. Students will not only read about and explore virtual spaces, they will construct and analyze them as well. Students will be well versed in intentional design based upon a thorough understanding of salient literature, study of available virtual worlds, and hands-on creation of their own virtual spaces. 

Learning Outcomes:

  • Research, design, build and test 2D and 3D game levels using current gen game engines
  • Evaluate all facets of the level design process from top down maps to a polished block out through the entire level design pipeline.
  • Identify, analyze, and break down existing video game mechanics to incorporate into video game space.
  • Develop an understanding of current methodologies, conversations and research in Level Design. 

Course Objectives: The goal of this class is to provide students with an understanding of the current conversations and research in virtual worlds so that they may both be fluent in the language and literature as well as be able to construct new arguments to further the field.  A strong focus of the course will be in the use of industry standard game engines, primarily Unreal 4 to build game levels structured around concepts, research, and documents developed in class by the student.

At the end of the course, the student will be able to closely read and participate in conversations, through writing and discussion, about virtual worlds and game spaces. Understand the philosophical differences and questions that drive virtual world research. Create portions of virtual worlds based upon research and specific goals. Understand the residents, both real and simulated, of a virtual world. Publicly present and critique virtual worlds. The student will gain confidence in the practice of building a playable level from written concept, researching, 2D maps, in-engine block out, blueprint,sound implementation, to a final roughed out level.

Teaching and Learning Methods: Both the instructor and the students are expected to fully participate through lecture, discussion, presentation, and writing.Students will be expected to not only participate but as active learners they will be responsible for the presentation of the materials with the instructor.

Evaluation Methods and Criteria Methods: Presentations, papers, production and public critiques.

COURSE GRADING: 100 %

Attendance and Participation: 20%
Assignments and Critiques: 25%
Project 1: 15%
Project 2: 15%
Final Project: 25%

Grading Scale

 

A 93-100

A- 90-92.9

B+ 87-89.9

B 83-86.9

B- 80-82.9

C+ 77-79.9

C 73-76.9

C- 70-72.9

D+ 67-69.9

D 63-66.9

D- 60-62.9

F 0-59.9

 

 

Week: 1 (Jan 6)

Class Introduction/ Syllabus
Student/Professor/TA Introductions
Introduction to first project: Hello Minecraft
HW: Hello Minecraft Project

Epic Games Launcher: https://www.epicgames.com/store/en-US/download

Week: 2 (Jan 13)

Game Design/ Vs Level Design
Discussed real world spaces and how they relate to Game design/player interaction
Professor playtesting of Minecraft Levels
HW: Real World Location Study (Due Jan 27)
HW: GDC TALK - Everything I learned about Level Design, I learned from Disneyland"
https://youtu.be/P4uPwhSqW8Q

 

Week: 3 (Jan 20)

Class presentations: Location Study
Lecture:
Disneyland and Level Design
Maps and Molecule Maps

HW: Molecule Maps and Top Down Maps of Locations

 

Week: 4 (Jan 27)

Class presentations: Share Top Down Maps with peers
Lecture: BSP vs Static Mesh
Class Demo: Editing BSP and Static Mesh in UE5
HW: GDC TALK - Mastering Place Mastering Space

 

How to use Static mesh editing tools in Unreal Engine 5:

https://www.youtube.com/watch?v=A_Y1CYMbHAg&t=374s

Using the cube grid tool in Unreal Engine 5:

https://www.youtube.com/watch?v=cQjZMQXsQLQ&t=1s 

Week: 5 (Feb 3)

HW: First pass of Location Study Blockout in UE5

Week: 6 (Feb 10) 

Work Day

HW: Second pass of Location Study Block-out in UE5 with a focus on medium level of detail 

Week: 7 (Feb 17)

Lecture: Interior Design and Level Design

Order 
Orientation, Identity, Structure, Meaning
Space Definition, Literal, Implied

Enrichment 
Approachability, Complexity, Legibility, Coherence, Mystery
Composition, Manipulation of Enclosed Space, Surface Articulation ,Novelty, Tension

Expression
World Expression, Historical, Cultural
Inhabitant Expression, Attitude, Sophistication, Self-Presentation
Symbolism, Ascending/Descending, Admittance/Refusal

In Class Playtest: Location Study feedback

HW: Final Pass Location Study Project 
HW: Side Scroller Breakdown

Week: 8 (Feb 24)

Introduce Final Project

Side Scroller Examples:
https://youtu.be/KAHF85zh1zoLinks to an external site.

Demo: Creating Moving PlatformsLinks to an external site.
Blueprints
Moving platforms
Enemies 
Platform Blueprint LogicDownload Platform Blueprint Logic
BP_platform_Logic (1).JPG

Unreal Engine 5 side scroller template: SS_Template_UE5.zipDownload SS_Template_UE5.zip
Sidescroller examples from previous classes:
https://youtu.be/j7WlR35mG4c
https://youtu.be/8Ba2HyYHUiE

HW: Final Project Planning and Inspiration

Week: 9 (March 3)

Lecture on 2d Spaces 

https://youtu.be/TCI8MZIpKks

Assignment Lecture:

https://youtu.be/1Kg6-ZrtXEA

Lecture/Demo - “Hello Blueprints!”Links to an external site.

Previous Locations study SubmissionsLinks to an external site.

HW: Mechanic and Gym (Due Mar 17)

Week: 10 (March 10) - No Class this week Spring Break

 

Week: 11 (Mar 17)

Talking about Audio in games

Lighting in Level Design

https://docs.google.com/presentation/d/1R-PMdfRnKUUygj6A6zj_P7tnssja-spNH1489rbRv_A/edit?usp=sharing

Lighting in Level Design.pptx

HW: GDC Talk One Page https://www.gdcvault.com/play/1012356/One-Page 

HW: Final First Pass

Week: 12 (March 24)

Class discussion and look at previous Grad final projects:
https://youtu.be/vcJrC5iDKyE

Designing the first 15 minutes of the Incredibles Playset, Disney Infinity
https://www.twitch.tv/videos/1784757697 

Week: 13 (March 31)

Final Project work time/Catchup lecture

HW: Final 2nd Pass 

Week: 14 (April 7)

Final Project work time/Catchup lecture

Week: 15 (April 14)

Final Project work time/Catchup lecture
HW: Final Project 

Week: 16 (April 21)

Final project presentations

 

ADA Statement: The University of Utah seeks to provide equal access to its programs, services and activities for people with disabilities. If you will need accommodations in the class, reasonable prior notice needs to be given to the Center for Disability Services, 162 Union Location: (810) 581-5020 (V/TDD). CDS will work with you and the instructor to make arrangements for accommodations.

Faculty and Student Responsibilities: All students are expected to maintain professional behavior in the classroom setting, according to the Student Code, spelled out in the Student Handbook. Students have specific rights in the classroom as detailed in Article III of the Code. The Code also specifies proscribed conduct (Article XI) that