The order of work
What to do before what, and which decisions are cheap now and expensive later
The steps go from the most expensive to the cheapest. The earlier a step, the more it costs to redo once everything else is built on it
The foundation
- The track, finished. Converted, normalised, trimmed. Everything else is measured against it. Replacing the track later moves every frame in the level
- The level's fps and length. Both can be changed, but the fps is the expensive one: changing it recomputes every key. The default is
60, and there is rarely a reason to move it - The beat map. Segments, tempo, offset, bars. Until the beat map is right, nothing snaps to the beats correctly. Everything placed before it has to be nudged afterwards
- Markers on the structure. Intro, verse, chorus, break, drop, outro. It is ten minutes of work, and the markers show 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. It is also the stage people skip most often. A skeleton that is not fun does not become fun with decoration. It becomes a decorated level that is not fun
Filling it out
- Content proper. Fill out the patterns and add the objects that were only implied
- Themes and colour. From the start, set colours as references to the theme, not as fixed values
- Effects and post-processing. Last. They are the easiest thing 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 record when you add the resource, not at this step
Cheap and expensive changes
Cheap to change late: colours through the theme, decoration, post-processing, the level's description
Expensive: the fps, the track, the beat map and the hierarchy
Reparenting an object changes its transform, its lifetime and its draw order at once. So restructuring a finished level is rarely one edit
Save at every step. What autosave and undo cover - Not losing your work
Next: Reuse: prefabs, copying, generators, Not losing your work