Hello everybody,
I'm studying game design and level design at Supinfogame France (it's the first game design french school created 12 years ago). I'm in third year and I have to write a sort of thesis to validate this school year.
I've decided to talk about the "difficulties" of working on level design for cooperative campaign in Third Person Shooters. "Cooperative campaign for TPS : the challenge of the level designers". Why ? Because I really love Third person shooters and I think it could be really interesting to talk about it, rather than making an umpteeth analysis of FPS's level design flow. And coop because it includes more conditions to design the levels. And yes, I'm a big fan of Gears of War. Love you Cliff ![]()
Anyway, this is how I'm gonna plan my analysis :
Introduction
1. Level design Introduction
Game Design : Definition
Level Design : Definition
2. Third Person Shooter
Gameplay mecanics
Recurrent Level design elements
3. Designing a simple player level
Intention
Stakes
Player's exeperience
4. Designing a cooperative level
4.1 Two players cooperation
4.2 Four players cooperation
5. Interactions between the players
6. Vers la perfection
Conclusion
I already have several foods for thought like the need to design maps that suit both one player than two or four players, or create separate paths to offer differents interactions between the players as Gears Of War does.
The thing is, I don't have the experience of making an AAA coop TPS, so I try to get some feedbacks from persons who have worked on such projects. So, if some of you guys have worked on third person shooters with coop, It would be great to share you experience as level designer or even as game designer and talk about the problems you faced up and the solutions you found during the conception process and the production of your game.
Sure, even if you don't explain all the details, it would be very helpful and interesting. Really, it would be awesome.