Builder's Block and how to get around (or over) it - Tomb-Raider-Level-Editor/Tutorials GitHub Wiki
By Jonny (Heckler on TRF)
We all face it: the project killer called Blank Canvas Syndrome. Sometimes you'll have the editor open, a theme in mind, but no idea where to start. Or you've started but you've hit a blank with maintaining the flow and now it's just no fun anymore.
This little guide provides some formulaic strategies to break through it and build without losing pace.
The "Seed" Approach
Instead of trying to design your entire level at once, start with a single, interesting element. This "seed" provides a focal point and helps you build outwards.
This could be: A massive, imposing statue. A dramatic waterfall cascading down a cliff. A complex, intricate trap mechanism. A room with a unique lighting setup.
This element dictates the player's initial focus and suggests a direction or purpose. The level design then becomes about leading the player to or from this element.
"Traversal First" Design:
Prioritize the player's movement and traversal through the space. Design the geometry to cater for and enhance Lara's moves. Traversal becomes the driving force of your design. The level becomes a playground for Lara's abilities and the "why" follows. Start with a series of challenging jumps, climbs, or slides and build the environment around that Design rooms and corridors to lead the player into the sequence and provide a logical exit.
"Atmosphere and Mood" Focus
Begin by establishing the desired atmosphere or mood of the level. This will guide your design choices.
Let's say you want this level or area to feel claustrophobic and tense. Logic then tells you to design narrow corridors, dark shadows, and oppressive architecture. Same applies to "I want this level to feel vast and awe-inspiring". You'd go for large, open rooms or chambers with high ceilings and dramatic lighting.
While this feels like a "duh captain obvious" step to take, you'd be surprised at how much structure acknowledging and sticking to a simple decision can provide.
Puzzle driven layouts
Design your level around a central puzzle or series of puzzles. Let's say the player needs to unlock a door by manipulating a series of levers. The answer is clear. Design a network of interconnected rooms where each lever is found
Geometry Mutation
Start Simple: Create a basic square or rectangular room. Randomly select a section of floor or ceiling and raise/lower it. Randomly select a face and apply a slope. Randomly remove parts of the floor or ceiling Build around it to connect these parts
This approach creates unpredictable and interesting geometry, forces you to adapt your usual building method to the random changes and can lead to unusual and memorable level layouts.
Ethical Plagiarism
This involves taking into account the overall progression or structure of an existing level (from another TR game or even a completely different game) and adapting or translating your vision of it to your own level. You're not copying things directly, but you're borrowing snippets of the way the player moves through the space and the sequence of challenges.
This is not limited to games though. You can "plagiarize" the layout of your home or any place familiar to you and translate that into the level's map.
The "I Tripped and Fell into a Level Layout" method
Use a random scribble as a base for your level layout. This forces you to create connections and flow from an abstract starting point, embrace the chaos! This is a great way to get your creative spark "sparking" because: It breaks you out of predictable or repetitive architectural forms. Creates a unique and potentially disorienting layout (in a good way). Forces you to be creative in how you connect spaces, stimulating a sort of a motor function for freehanding. Can result in a very memorable and unconventional level, even if it feels a little rough or accidental. Refinement stage can iron things out
The Rule of Three
Design encounters and challenges in sets of three, with increasing complexity or variation. Start with a simple jump, then a tricky jump, then a jump with a dead end or a trap. Place three enemies in a room, each with a different behavior or weapon. Create a puzzle with three stages, each requiring a different manipulation of the same mechanism.
While it seems silly, The 3-everything rule provides a natural progression of difficulty, teaches the player a mechanic or challenge gradually and creates a sense of rhythm and anticipation. It also helps you as builder to concept as I can guarantee you'll find things to add or remove this way, thus making progress.
General tips
- Don't worry about polish early. In the initial building stages, focus on getting the basic layout and flow working. Don't get bogged down in texturing, lighting, or object placement. Those come later.
- Play other levels and games for inspiration
- Limit your starting palette. When you begin, restrict yourself to a small set of textures and objects. This forces you to be creative with the basic geometry and prevents you from getting overwhelmed by options.
- Establish key landmarks: Create a few distinct visual landmarks early on. These can act as navigational aids and help you maintain a sense of direction.
- Playtest early and often. Test your level frequently, even in its rough form. This will help you identify flow problems early on and make adjustments.
- Embrace iteration. Level design is an iterative process. Be prepared to change your layout, remove rooms, or redesign sections that aren't working.
Happy building!