![]() For over 2 years now the team creates levels according to different customer requirements, game types and needed emotional UX. Our team consists of several level designers working on different projects with match-3, line, tap-2, bubble shooter and other mechanics. ![]() We provide our customers with a manual level design service for tile-matching casual games. Only a few battle match-3 games use one size and rectangular shape of the field because they don’t use blockers, and the ‘enemies’ stand beyond the field. The industry now sticks to crafting their levels manually. Some titles tried procedural generation to cut costs, but in most cases generated levels were either impossible to pass, or too easy, or just dull. Many gaming companies copy approach to level design from their successful rivals. Nowadays, several new tile-based casual games are released every week. In 2010s Candy Crush Saga for mobile phones showed that you can make billions on good match-3 level design. The market truly exploded on mobile devices. In the 2000s, PC and browser casual games started using manual level design: level designers now created different grids, preset blockers, and boosters. Since then, the genre has evolved tremendously. The shape of all the levels in the game was similar. At first, tile-matching games didn’t use manual level design. The first tile-based casual game was Tetris, released in 1984 by programmer Alexey Pajitnov, and the first very similar mechanics to the contemporary match-3 game was introduced in the Shariki game, developed by programmer Eugene Alemzhin in 1994. How casual level design has changed during the history of the genre? ![]() Such differences make the process of levels creation for tile puzzle games completely different from the classic one. The main challenges for a level designer are to create a playable game field, find fun mechanics combinations, predict player’s progression, and set target difficulty rate.Īlso, we don’t work with lightning or camera settings since the camera position is predefined and fixed. In casual mobile games like match-3, bubble shooters, blast or line games, this environment is mostly a 2D field with grid, where a player interacts with game elements using simple mechanics like tap, swipe or drag-n-drop. Depending on the genre, the environment may be an open territory, a battlefield, or, say, an apartment. ![]() It can be the core of an action phase of the game, its locales, stages, and missions. What is level design?īeing a part of the game development, the level design is a process of creating a game environment where players spend most of the time. Tile-matching games level design in the history of video gaming Let’s start with a definition. ![]()
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