Level designers are responsible for creating fun, engaging and satisfying game experiences. During the pre-production, level designers can assist game designers to design games. Level designers are mainly responsible for designing all the game levels; including designing the map layout, puzzles, placing items, powerups, chests, enemies, scripting objectives, enemy patrols, enemy behaviors, enemy waves and much more. For each game level, level designers are responsible for creating High-Level Concepts and a Level Design Documents (LDD) for the game development team.
The High-Level Concept for a game level is generally more of a PowerPoint presentation to pitch the idea of a game level to the core team and the people ranked higher up in the game company. Here is a list of things that a High-Level Concept for a game level could contain.
The Level Design Document explains in details what the level will contain, what needs to be developed by the team to make it work and it also shows a walkthrough of the level. It generally starts with a cover page with the logo of the company, name of the game level, name of the level designer and the date (last updated).
Level design documents can be written as a Word Document, Wiki or any other similar solutions.
In the first section, the level designer adds images that give us a general idea of the different important elements that compose the game level. This is basically our table of content.
Where is this level located in the timeline of the game? Is this the first mission that will introduce the player to the game? Is it an interior mission for an open world game? Is it a side-mission?
Give us a short description of the level. What is the story and what will the player do?
Define where the player is at in the game. Does this level take full advantage of everything that the player has learned before? And what will the user have to learn in this game level?
A list of all items used in this level.
A list of all weapons used in this level.
Overview of all enemy types used in this level.
In this section, the level designer describes a playthrough of the level with text and images.
More sections should be created to cover in details everything found in the images listed in ''General overview''. This also includes what couldn't be covered in details in the playthrough section alone.