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Level: Bridge
Creative Challenge: How do I design a layout of two separate arenas and motivate players to seek each other out at the arena across from them?

Answer:
  • Symmetric map

  • Funnel players into a bridge connecting two functionally different arenas

  • Remove friction keeping player's from using the bridge

  • Facilitate how the bridge is used via level-mechanics

Design Logic & Prototyping

The kernel for this level came from game designer and I trying to solve a problem after learning/testing how large, sprawling arenas impede the game loop if there's too much room and too little players (capped at 8 players per match); this was the case with creating arenas with length/width larger than 255x255 Roblox studs and our subsequent levels were capped at that metric.

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In keeping with my task as level designer to create levels distinct from one another, I asked myself what if we try something different and build an arena with a symmetric layout that encourages back-and-forth flow?

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This is how Bridge got started. The core idea of the level is this: two compact areas connected by a single narrow bridge, with four players spawning on both sides. Players would be faced with different choices a choice upon the start of the match:
 

  • Leave your pet nearby to hunt, playing aggressively 

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  • Keep your pet with you to run and hide, playing defensively

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  • If you don't like the conditions on one side of the arena, cross to the other side and take your chances.

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  • However, the bridge itself is also a combat space: it is open and exposed. Crossing it is risky.

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This "castle arena" serves a defend-and-hold kind function, offering more hiding spots to keep pets in and monitor them.

The bridge brings the two areas together.

The arena with the Mario-like pipes serves as more of an "obby playground" giving players lots of platforms to run, chase, and outmaneuver other players

Metrics were key to this blocking out this level: each square arena on either side of the bridge is 168x168 Roblox studs, more compact than other maps in the game. Players spawn at a corner on either arena.

The area on left serves as more of a place for hiding and defending pets inside miniature castles, with back alleys serving as additional hiding places.

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The area on the right is meant to serve as a place where players can platform and evade, keeping with the notion that many Roblox players enjoy an "obby" where they can jump, run, and maneuver.

The bridge is the centerpiece of the map. When I created the bridge, my initial design hypothesis was that as long as the entrances were wide enough and the structure was noticeable enough, players would have no difficulty finding it. 

 

Keeping the width of the bridge at 24 studs wide, I tested different lengths, seeking to arrive at measurement that would feel good in-game. I added a ceiling to the bridge to keep players from escaping via jumping or unexpected Roblox physics. 

 

Playtesting revealed that 64 studs was too short because the two opposite areas felt like they were just extensions of each other. 256 studs was too long, as the bridge itself felt like it was its own separate arena, which was not the intention, and the added length obstructed flow. The finalized length would be 128 studs as that was a good "sweet spot". â€‹

64 studs

128 studs

256 studs

Solving Design Problems

Now with an established bridge length, further playtests revealed one critical issue with the level: the level flow was still not optimal because few players were crossing the bridge, and players on either side felt isolatedimpeding the pacing of the game. This was my problem solving process:

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Problem: level flow was not working 

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Diagnosis:

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  • A) The bridge was still not easy (or fun) to cross 

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  • B) The boundaries next to the bridge in both arenas were obstructing sightlines, keeping players from more easily recognizing that there's a whole other area on the other side.

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The bridge's design did not entice usage. Its ceiling made it feel cramped. The entrances functioned more like tunnels.

Sightlines are obstructed due to the walls next to the bridge.

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Hypothesis: if the bridge was fun and easy to cross, it would improve flow; if geometry forming the boundaries was less visually obstructive, the players would see from arena to arena.

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Solution:

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  • A) On the bridge, remove friction during the crossing by scripting two simple speed-pads placed parallel atop the bridge, each going in the opposite direction; remove the bridge's ceiling, and apply translucent glass material to the walls, letting players see through its walls.

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  • B) Swap the material on the the arena boundaries into translucent glass, thereby keeping players from escaping but letting them see across.

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Speed-pads

Translucent walls

Better arena > arena visibility

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Result: 

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  • For the bridge, players were more motivated to use it because the speed-pads took them where they wanted to go more easily​.

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  • Players could see action happening across the bridge through the glass boundaries.​

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Iteration: 

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  • I added ramps either end of the speed-pads, launching players high into the air to aim their landing atop platforms, adding a skill element to the otherwise passive speed-pads. 

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Further Level Iterations

The "castle arena" did not start out with castles. It started with nine total "houses" serving as hiding spots for pets and players. Each of the larger structures (circled) had multiple 4-6 hiding spots to place a pet in. 

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But this iteration of the arena was too complicated and the generous availability of hiding spots for pets stifled the pacing of the match for players spending time here.

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Through multiple playtests, I learned I had to simplify the layout of this area, reduce the number of structures, and remove many of the hiding spots inside them to improve the odds of players finding another player's pet. These new "castles" have two floors with a jump pad on the first floor to take players to the second floor. The new layout also improve sightlines towards the bridge and the other arena.

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For the "obby playground" arena, the feedback I got was that though the wide availability of platforming was challenging and may entice more skilled players, it required too much skill and finesse for the kind of game we were making. This arena also  lacked clear sightlines towards the bridge and opposite arena (note: this image was taken before I raised up the arena boundaries).

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In the new iteration of the "obby playground" I re-designed it to have have simpler platforms. 

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And I improved the sightlines towards the opposite arena by removing cutting geometry.

Art Pass

Unlike the levels Waterpark and Miami Mall, I did not set-dress this environment. All credit for asset creation, art pass, and lighting pass in Bridge goes to Tori Baum, 3D artist.

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