The Foundations of Level Design: The Combat Zone
Thursday 16 July 2009 @ 3:10 pm | By Sol 4 Comments
Featured on Gamasutra, level design director Josh Bridge describes key elements of creating memorable gameplay based upon solid level design:
Usually in a shooter, the core gameplay revolves around living long enough to kill what is threatening you or impeding your progress.
The challenge is to present this small amount of gameplay in new and exciting ways so that the player is compelled to sit through and play all the way to the end… and hopefully want to play the sequel.
What follows is a very detailed approach to understanding an integral part of the player experience: The Combat Zone. Behind all of this, there is a physiological thought process I wish more designers would apply.
Play Your Way
Players should be able to play the way THEY want to. Why? It allows for a more creative experience, something that players will likely want to come back to again. Limiting the player to one path and play style over and over again gets tiresome; variety is key to keeping the player engaged.
Further more is an immersion factor of letting the player sink into the role of the main character seeing the entire virtual world not just “the game”.
Everything has to make sense. When designing a Combat Zone, it is critical to use the fiction of the area to inspire what objects will be placed on the play floor, and how they can be used as cover. This needs to be a part of your napkin sketch plan, as it is symbiotic to the environment your level is within.
This is a must read for modders. It illustrates common pitfalls of poor design and helps layout basic rules in creating a functional level and fun experience.
Summing it All Up
Ask yourself: “What will players remember about this battle that is different than others?”
If You Liked This... Share It!
Or share it by email or anywhere else with





That is pretty neat. I never thought about how much time must go into some of these level layouts. I just always assumed it was something minuscule.
Well I think that’s the difference between good games and mediocre games… Some teams actually pay attention to level design and put tons of man hours into it. To other teams its just an afterthought. ;)
One of those things where, when it works well, you don’t notice it.
But one of those things that when it doesn’t work well, you notice it and it frustrates you.