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The level design course will go through these general stages of level design in 3 courses for each interior and exterior creation.
 
The level design course will go through these general stages of level design in 3 courses for each interior and exterior creation.
  
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==First Creative Step: Planning the Design==
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Most work happens on a paper with a pencil, or a google doc, or your head (if you know what you are doing, but being able to discuss this with your team always helps). Standing on the brink of creating a new interior for example (but this also applies to exteriors) the first questions you should ask yourself are the following:
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*'''What do I want to portray?'''
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**Story, Peoples, Quests, Atmospheres. you need some game environment (we have Skyrim’s) and a world/lore to realize at this point. The main challenge is to find a way to appropriately introduce this topic later to the player, as you need to consider the player’s conception; how they enter and leave a place, how it feels from the first-person view, what relations they could (or cant) build with NPCs in your location; and how immersive that is and so on, you see this is already a heavily writing-connected topic… Most importantly, note that you can only transmit a limited amount of information; so relevance is key.
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*'''Who would be inside when the player enters?'''
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**“Residence topic” - consider exactly who or what needs to be placed inside and what these encounters require you to do from a level design point of view; if you have a huge monster, for example, having narrow sewers is no option, as the beast would get stuck and this loophole would quickly get exploited by players; which would ultimately break the balance and immersion of your aspired game experience.
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*'''Who created that Interior, what was the applied process, which tools have been used?'''
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**In your game and your world history, your dungeon is somehow connected to its environment. It was created by certain natural forces, peoples or beasts, and this should be reflected by its composites and its structure. This can greatly aid you in getting forward with a meaningful, realistic and believable design.
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*'''What happened to the Interior until then?'''
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**This point is logical: before the player arrived, things happened. Make sure you portray these things as part of the environmental storytelling by structures, objects, and damage or intertwining materials (Aging, weather, wars, Dragon attacks…).
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*'''What would the basic structure be like?'''
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**Some civil engineering and material science and maybe socio-historical economy on small scale here (does it carry its own weight, what kind of material is it, how durable is it, what stretching still makes sense, would the tunnels collide, how much/deep “digging under the earth with elder scrolls lore resources and magic is realistic”?) Make sure that your small village of farmers does not possess a heavily fortified castle exterior unless you really have good reasons for that! As a reminder, you need either decades of rich lords and/or big communities or strong magic to build such structures.
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*'''How do I connect it with world space / other interiors?'''
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**This is accomplished with a load door. Enable "Teleport" on the door, and with the reference window still open, find the door it links to. From here you just select the other door and adjust the door markers that spawn to where you want the player to load in.
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*'''Can I make a sketch and draw it?'''
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**The first best thing to do after you have a frame for your story, is to actually sketch the layout with pencil and paper. “think in multiple ways” you can use your haptic impression with the pencil to realise “empty areas” and “choking points” or maybe you can achieve something more organic if you have a blueprint before touching very linear wall segments. Only playing with linear wall segments without a previous thought on an organic layout often leads to a design catastrophe. You want it to be relevant, unique and definitely not too big!
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*'''How does it connect to the player’s quests, how could it be interesting to him/her?'''
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**You don’t only want your interior to be fitting to the worlds environment and story, but also to have some intrinsic motivation for players to go there. Or something unexpected, or better both. Make sure you have room for that!
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*'''Do I use the same materials as in the surrounding exterior or connected interiors? Should I use 2 or more sets?'''
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**Be careful not to visually “overload” your dungeon with various assets that don’t look very much like they belong together. The visual impact should be scored by an organic unique shape and a (fake) variety of assets along with unexpected and before unseen progression, not a big pit full of various rubble. A ruin that transitions to a cave is fine, but combining ruins with other ruins is always a bad idea.
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*'''Where can I place events, ambushes, loot, “safe zones”, hints for the story, encounters, traps, lights, give the player nice detailed Points of Interests or points of sight?'''
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**Along with the implementation, this is maybe the most important. If your interior or world space cannot offer spots for what you need to place your gameplay, no matter how beautiful it is, it is useless. Also, remember that it is not very pleasant to enter a dungeon and be attacked immediately. This might cause scenarios where people are kept in the loadscreen and already harassed by enemies and dead by arrival. (depending on game engine and implementation)
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==Basic Rules of Execution ==
 
==Basic Rules of Execution ==
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====Tilesets don’t like kitbashing between each other====
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====Style Kits don’t like kitbashing between each other====
Do not try to mix two different types of ruins together. Your dungeon should either use one tileset, or a combination of a ruin and a cave.
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Use different kits only to a believable extent in the same region/interior; (consistency, not a surrealistic world)
  
 
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====Optimisation====
 
====Optimisation====
Make sure to create roombounds or occlusion planes to optimize your interior. If you have a massive interior, split it into multiple cells. Vanilla dungeons are a good guide for how big you should let a cell get before splitting it off into another.
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Load room borders, occlusion planes, check unrequired objects, remove stuff from the conception phase and clean up carefully;
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If you have too much to load in an interior, making a second interior is always an option, as there are limits to our beloved CK engine.
 
Try to remove or replace small scaled objects (high texture density), FX effects where they aren’t needed and objects that are only 30% or less visible (because the rest is outside the surface).
 
Try to remove or replace small scaled objects (high texture density), FX effects where they aren’t needed and objects that are only 30% or less visible (because the rest is outside the surface).
 
Reminder: This is how Bethesda explained optimization: https://www.youtube.com/watch?v=acfuZiQh83Y&list=PLD5AA9F15CAA68B07&index=9.
 
Reminder: This is how Bethesda explained optimization: https://www.youtube.com/watch?v=acfuZiQh83Y&list=PLD5AA9F15CAA68B07&index=9.
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====Stay open for inspiration, feedback, criticism====
 
====Stay open for inspiration, feedback, criticism====
Even after the “duty job is finished”, check all available sources of content -> historical/archeological sources and all available sources of technique like the [https://www.creationkit.com/index.php?title=Main_Page Creation Kit Wiki]. Quality is made by finishing a dungeon, polishing it and going deeply into the thoughts behind it. you will find that, whilst the first stages you have a lot to lose, the last stages are those where you really gain something.So you should estimate to spent more time on the later stages, even though your “duty job” is already done; but at that level it becomes fun and you can actually become creative with tweaking the overall composition as a whole.
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(most importantly)  Even after the “duty job is finished”, check all available sources of content -> historical/archeological sources and all available sources of technique like the [https://www.creationkit.com/index.php?title=Main_Page Creation Kit Wiki]. Quality is made by finishing a dungeon, polishing it and going deeply into the thoughts behind it. you will find that, whilst the first stages you have a lot to lose, the last stages are those where you really gain something.So you should estimate to spent more time on the later stages, even though your “duty job” is already done; but at that level it becomes fun and you can actually become creative with tweaking the overall composition as a whole.
  
 
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=== Blockout Tools and Illustrative Reference Tools ===
 
=== Blockout Tools and Illustrative Reference Tools ===
  
==How to Clean Your Plugin in xEdit==
 
[[AU:xEdit Tutorial|xEdit Tutorial]]
 
  
 
==Speed Level Design as Reference==
 
==Speed Level Design as Reference==

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