top of page
Zombie.jpeg

Level Design Analysis

Resident Evil 2 Remake (2019)

Analyzing levels from an existing games helps me learn how the other game designers arrange their main gameplay moments and mechanics throughout the level. It also helps me to see how they apply and utilize architectural principles inside games.

Beat Diagrams

The level I chose to analyze is the Raccoon Police Department, which is one of the most important and signiture level of the entire Resident Evil series.

 

 The gameplay progression of the level has been broken down into distinctive gameplay MECHANICS (VERBS, OBJECTS and RULES) in order to see how the level designer control the beath of the play.

Architectural Analysis

Architectural Principles were commonly utilized in level designs when constructing game scenes, maps, locales or stages in order to satisfy a need or purpose. Architectural elements were arranged in way that is compelling and rewarding to the player.

Analysis01

Principle: OPENINGS
SUB-PRINCIPLE: Orientation

One of the puzzles in the game happened in this room where players need to open the gate (blue color) and get a medal from the puzzle statues (pink). And when they do that, enemies (red) will show up and block the exit of the room. The entrance and the exit of the room are placed perpendicular to each other to guarantee the enemy encounter. No matter which way the player chooses, they will be oriented into a fight.

Analysis02

Principle: LINES
SUB-PRINCIPLE: Leading Lines

Leading lines were commonly used in the Kennel & Generator part of the game map. Pipes on the wall were used to direct the player’s eye to the correct way towards the parking garage. Even the other side of this T shaped intersection is not a dead end, the pipes were still there. My assumption is that when there’s a chasing event going on (zombie dogs), taking the wrong way creates frustration. And the level designer here is kind enough to help players avoid such necessary failures.

Analysis03

Principle: SPATIAL RELATIONSHIPS
SUB-PRINCIPLE: Common Space

The main lobby of the police station works as a common space for the upper ground part of the map. It not only connects the east, west and underground part of the building, but also gives players access to all the three floors of each side. Some of the doors were locked at the beginning and the accessibility is extending and unlocking along with the game progress. This common place allows players to ‘take a break’ and quickly reach the next place they want to go instead of wasting time going back to the same route again.

Zombie.jpeg

Good Level Design:

  • Less combat and more EXPLORATION

  • More player AGENCY in play

  • More VARIETY in playstyles

  • Spread out important KEY GAMEPLAY features

  • Avoid REPETITIVE gameplay

bottom of page