The order of work
First the track, the fps, the beat map and the markers, then a skeleton of plain shapes and its playtest. Decoration, the theme and effects come last
The steps go from the most expensive to the cheapest. The earlier a step, the more it costs to redo once everything is built on it
The foundation
- The finished track. Converted, normalised, trimmed. Everything else is measured from it. Replacing the track later shifts every frame of the level
- FPS and level length. Both can be changed, but the fps is the expensive one: after a change every keyframe is recomputed. The default is
60, and there is usually no reason to change it - The beat map. Segments, tempo, offset, time signature. While the beat map is wrong, nothing snaps to the beats correctly. Everything placed before it will have to be moved later
- Markers on the structure. Intro, verse, chorus, break, drop, outro. It is ten minutes of work, and the markers are visible on every timeline
The skeleton and its playtest
- The skeleton. The main patterns in plain shapes. No decoration, no theme, no effects
- Playtest the skeleton. Before decoration: once a section is decorated, you will not want to delete it
The skeleton is the stage where the level is actually designed. And it is the stage most often skipped. A skeleton that is not fun to play will not become fun through decoration. It will become a decorated level that is not fun to play
Filling it out
- Content. Fill out the patterns and add the objects that so far were only implied
- Themes and colour. From the very start, set colours as references to the theme, not as fixed values
- Effects and post-processing. Last. They are the easiest to overdo, and they are hard to judge while the level is still changing
- Metadata. Name, description, authors, age rating. Fill in a resource's card as soon as you add the resource, not at this step
Three habits that save work
The same holds whether you build the level or the AI assistant does:
- Anything that repeats is a prefab. Edit the template once and every copy follows - Reuse: prefabs, copying, generators
- An outline no built-in shape gives is a level shape, drawn in the shape editor or given by the AI as a polygon. It draws and hits as one object, unlike a stack of rectangles
- Use the whole 16:9 frame. A big empty margin is screen the player sees and the level wastes. Keep danger off the very edge, decoration may reach it - Composition and the camera
What is cheap and what is expensive to change
Cheap to change at the end: colours through the theme, decoration, post-processing, the level's description
Expensive: the fps, the track, the beat map and the hierarchy
Changing an object's parent changes its transform, lifetime and draw order at once. That is why restructuring a finished level rarely takes just one edit
Save at every step. What autosave and undo cover - Not losing your work
Next: Reuse: prefabs, copying, generators, Not losing your work